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Microtransactions ( mtx ) refers to a business model where users can purchase in-game virtual goods with micropayments . Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve 's Steam digital distribution platform, as well as console gaming.

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153-506: Creations (formerly Creation Club ) is a system of microtransactions designed by Bethesda Game Studios for its games Fallout 4 , The Elder Scrolls V: Skyrim – Special Edition and Starfield (video game) . The system was launched for Fallout 4 on August 29, 2017. All (at the time) available Creation Club content for Skyrim was bundled with the Anniversary Edition , released on November 11, 2021 to coincide with

306-440: A " battle pass " that the player must pay for. A "battle pass" is a tiered system where the player buys the pass and must unlock the tiers on their own. By completing challenges and other missions, they earn in-game items like outfits, emotes (special animations used to taunt opponents, celebrate victories, dance, and show-off), and other cosmetics. It is about $ 9.50 (or 950 of Fortnite ' s in-game virtual currency, V-Bucks), but

459-565: A Marketplace success for Microsoft, the aforementioned in-game content remained sparse. Pete Hines asserted, "We were the first ones to do downloadable content like that – some people had done similar things, but no one had really done additions where you add new stuff to your existing game." There was no pressure from Microsoft to make the move. The horse armor content sold relatively poorly, ranking ninth out of ten in DLC sales for Oblivion by 2009. Despite this, Oblivion 's horse armor became

612-423: A ban on unlicensed gambling websites and fines for anyone violating it. The law's definition of gambling included staking "virtual credits, virtual coins, virtual tokens, virtual objects or any similar thing that is purchased...in relation to a game of chance", leading to concerns that it would require producers of any game in which players paid money and received a randomised outcome to seek a license to operate from

765-498: A bill full of microtransaction payments with college savings and even money in life savings accounts. In the Children's Commissioner 's study, children reported spending more and more money with each coming year, despite also feeling that because they are rewarded completely unknown items, they feel like they may be wasting money, too. One of the children that played FIFA in the study said that they spend anywhere from £10 ($ 12.91)

918-432: A certain amount of money (usually about 99 cents or a dollar), they can keep playing where they left off. This is another type of microtransaction and it has become increasingly common in the mobile games sphere as of late. Another psychological aspect that is used to get players to continue playing and buying microtransactions is called loss aversion . When a player continues to lose over and over again, they begin to crave

1071-401: A custom store interface placed inside the app for which the items are being sold. Apple and Google both provide frameworks for initiating and processing transactions, and both take 30 percent of all revenue generated by microtransactions sold through in-app purchases in their respective app stores . Initially, microtransactions in games took the form of exchanging real-life money for

1224-541: A day to upwards of £300 ($ 387.23) in one year, sometimes even buying multiple player packs at one time. Some children have also stated that they have seen friends, their siblings, and acquaintances who have mental disorders spend all of their birthday money on in-game microtransactions, all while feeling like spending that money has not been a waste despite them not receiving any valuable items. Microtransactions have become increasingly common in many types of video games. Smartphone, console, and PC games all have conformed to

1377-406: A digital collectible card game, and with the impact on gameplay proportional to the item's rarity. This can tie the quality of a player's ability to compete with others to the random generation systems of the loot pack, and may drive players into paying for additional loot boxes to obtain high-rarity items to fairly compete with others. Blizzard 's digital card game Hearthstone , released in 2014,

1530-775: A form of underage gambling . Items and features available by microtransaction can range from cosmetic (such as decorative character attire) to functional (such as weapons and items). Some games allow players to purchase items that can be acquired through normal means, but some games include items that can only be obtained through microtransaction. Some developers ensure that only cosmetic items are accessible this way to keep gameplay fair and stable. The reasons why people, especially children, continue to pay for microtransactions are embedded in human psychology . There has been considerable discussion over microtransactions and their effects on children, as well as regulation and legislation efforts . Microtransactions are most commonly provided through

1683-501: A great amount of criticism from gamers in the past decade. Game developing corporations, like Electronic Arts (EA) and Activision Blizzard , make billions of dollars through the purchase of their microtransactions. In FY2017, EA raked in around $ 1.68 billion and Activision Blizzard earned over $ 4 billion respectively. The aforementioned Fortnite is an example of a microtransaction model in which all purchases are solely cosmetic: players can choose to purchase "skins" (cosmetic changes to

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1836-645: A high-rarity item if they open enough loot boxes. Video games have generally been considered games of skill rather than games of chance and thus are unregulated under most gambling laws, but researchers from New Zealand and Australia, writing in Nature Human Behaviour in 2018, concluded that "loot boxes are psychologically akin to gambling". A separate report from researchers in England in 2021 also concluded that loot boxes "are structurally and psychologically akin to gambling". Proponents for

1989-591: A large number of common items in the game, since eventually one single, specific item is required. This particular practice was banned in Japan by the Consumer Affairs Agency in 2012, though gacha games at large remain. Some games may include seasonal or special event loot boxes which include specific items only available during the time of that event. In the case of digital collectible card games which rotate expansions in and out as part of keeping

2142-530: A large number of people will never spend money in a game, it also means that the people that do spend money could amount to a sizeable number because the game was given away for free. A later study found that over 92% of revenue generated on Android and iOS in 2013 came from free-to-play games such as Candy Crush Saga . Electronic Arts Corporate Vice-President Peter Moore speculated in June 2012 that within 5 to 10 years, all games will have transitioned to

2295-1099: A list of safety guidelines on the dangers of online loot boxes. The Australian Senate passed a motion, led by Jordon Steele-John , in June 2018 directing the Environment and Communications References Committee to investigate loot boxes and report back to the Senate in September 2018. The investigation, which started in August 2018, evaluated the use of loot boxes in video games and considered them under issues related to gambling and effects on children. The report, released in mid-September 2018, found that loot boxes are "psychologically akin to gambling", and that games with loot boxes are potentially "exploiting gambling disorders among their customers". The committee recommended that games with loot boxes be labeled to warn of parental guidance and indicate that they contain "in-game gambling content" and suggest that such games be rated to represent

2448-494: A maximum monthly spending limit ranging from 200 to 400 renminbi . Following the success of the gacha model in Puzzle & Dragons in 2011, it became recognised in Japan that the system was essentially gambling, particularly for younger players. By May 2012, Japan's Consumer Affairs Agency banned the practice of " complete gacha ", in which a predetermined set of items gained from loot boxes would combine once completed to form

2601-659: A microtransaction without paying. Consumer organizations have criticized that some video games do not describe adequately that these purchases are made with real currency rather than virtual currency . Also, some platforms do not require passwords to finalize a microtransaction. This has resulted in consumers getting unexpectedly high bills, often referred to as a " bill shock ". In the mid and late 2010s, people became increasingly aware of how microtransactions operate in games, and they have become much more critical of their usage. The commonly cited issues of microtransactions from gamers are: The implementation of microtransactions and

2754-451: A model for many games that followed for implementing microtransactions in video games, and is considered the first primary example and often synonymous for microtransactions. In June 2008 Electronic Arts introduced an online Store for The Sims 2 . It allowed players to purchase points that can be spent on in-game items. The Store has also been a part of The Sims 3 since the game's release. In The Sims 4 Electronic Arts removed

2907-590: A monetisation approach used by free-to-play games in mobile gaming . Loot boxes also incorporate elements of the randomness of acquiring gachapon capsule toys. The first known instance of a loot-box system is believed to be an item called "Gachapon ticket" which was introduced in the Japanese version of MapleStory , a side-scrolling MMORPG, in June 2004. Such tickets were sold at the price of 100 Japanese yen per ticket. Like real-life gachapon machines, players attained randomly chosen game items when they used

3060-511: A news conference, explained how loot boxes and microtransactions prey on children and that they are working to introduce bills into their state's house and senate. A few months later, in February 2018, they successfully put four bills onto the floor of Hawaii State Legislature. Two of those bills would make it so games containing loot boxes can not be sold to people under the age of 21, and the other two would force game publishers to put labels on

3213-601: A nominal fee ) nor were they entirely unexpected: Bethesda had previously announced their desire to support the Xbox release with downloadable Marketplace content, and other publishers had already begun to release similar packages for their games, at similar prices. A November 2005-release of a "Winter Warrior Pack" for Kameo: Elements of Power was also priced at 200 Marketplace points, and similar content additions had been scheduled for Project Gotham Racing 3 and Perfect Dark Zero . Indeed, Marketplace content additions formed

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3366-521: A part of the group. Peer pressure is not the only way children's social gaming experiences are altered. As noted in both the Parent Zone report and the Children's Commissioner's assessment, children who play Fortnite , explained that classism , as in discrimination against people of different economic and social classes, exists among the players of the game. Some children fear that if they have

3519-409: A player an advantage over other players, particularly if the items cannot be obtained through free means. The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack the skill or available time to earn these through regular game play. Also, presumably the game developer's marketing strategy

3672-447: A player has with a game. By July 2018, the developers of Shadow of War had released patches that completely removed the in-game storefront and loot-box system. The implementation of some loot-box systems are considered anti-consumer by some players and commentators. Full-priced games which already provide downloadable content and then include a loot-box system have been heavily criticised by players. Some gaming journalists identify

3825-542: A player's avatar or character to game-changing equipment such as weapons and armour. A loot box is typically a form of monetisation , with players either buying the boxes directly or receiving the boxes during play and later buying "keys" with which to redeem them. These systems may also be known as gacha (based on gashapon , i.e. capsule toys), which is popular in Japan, and may be integrated into gacha games . Loot box concepts originated from loot systems in massively multiplayer online role-playing games, and from

3978-483: A post made by Gabe Duverge on the Touro University Worldwide (TUW) website, impulse buying is a significant part of the psychology behind people buying microtransactions. Essentially, many games, especially in the realm of mobile games and the " free-to-play " market, force a decision from the player to keep playing or not via a limited time pop-up on the screen that tells them that if they pay

4131-489: A predatory manner towards consumers, and the decision to implement loot boxes within a game may be chosen by the developers rather than a mandate from the publisher. When the loot-box systems are used principally as a means to gain post-sales revenues rather than as an incentive to continuing playing the game, developers feel this requires them to significantly alter the game design away from challenge in gameplay and onto getting players to spend money. They found that games where

4284-563: A rarer and thus more valuable item. This was done not by introducing any new legislation, but by issuing a legal opinion that virtual items could be considered "prizes" under existing legislation written in 1977 to prevent the complete gacha practice in the context of baseball trading cards . Within a month of the opinion being issued, all major Japanese game publishers had removed complete gacha rules from their games, though many developers found ways around these rules. Japanese mobile game developers, including GREE and DeNA , worked to establish

4437-412: A rarer item. The player's inventory is managed in server databases run by the game's developers or publishers. This may allow for players to view the inventory of other players and arrange for trades with them. Items obtained from loot boxes and equipped or used by the player's character are nearly always visible to all other players during the course of a game, such as seeing a character skin or hearing

4590-688: A result of negative reactions, others, such as Electronic Arts, have contested that they do not constitute as gambling. However, EA eventually complied with the Belgian government's declaration and made it so players in Belgium can not purchase FIFA Points, the premium (obtained by buying it with real money) in-game currency used in FIFA ' s "Ultimate Team" game mode. Professional FIFA players in Belgium were disappointed because not being able to buy FIFA Points makes it harder for them to compete and succeed in

4743-604: A self-regulating industry group, the Japan Social Game Association. However, this association was disbanded by 2015. In March 2015, members of South Korea 's National Assembly , led by the Liberty Korea Party , proposed amendments to the country's existing games industry regulation that would require games companies to release "information on the type, composition ratio, and acquisition probability" of items granted by loot boxes. Though

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4896-568: A significant part of a March 2006 Microsoft announcement regarding the future of Xbox Live . "Downloadable in-game content is a main focus of Microsoft's strategy heading into the next-gen console war", stated one GameSpot reporter. "With more consoles on their way to retail, 80 games available by June, and new content and experiences coming to Xbox Live all the time, there has never been a better time to own an Xbox 360", announced Peter Moore . Nonetheless, although Xbox Live Arcade games, picture packs, dashboards and profile themes continued to be

5049-413: A source in gray-market skin gambling , loot boxes began to become regulated under national gambling laws in various countries at the same time. A "loot box" can be named several different ways, usually related to the type of game that it appears in. A "loot box", "loot crate" or "lockbox" is often applied to shooter games since one obtains new equipable outfits or gear from it. Digital card games may use

5202-554: A specific cosmetic item, and the rate which they earn in-game currency towards loot boxes can be slow, both aspects which contribute towards in-game spending and the potential for gambling. Overwatch 2 , which released as a free to play title, does not use loot boxes and instead offer new cosmetic items through a battle pass system. Conversely, Electronic Arts' Star Wars Battlefront II , developed by EA DICE studio and released in November 2017, received heightened attention in

5355-506: A team of association football players from in-game card packs they opened using in-game currency earned through regular playing of the game or via microtransactions. Another early game with loot box mechanics was Team Fortress 2 in September 2010, when Valve added the ability to earn random "crates" to be opened with purchased keys. Valve's Robin Walker stated that the intent was to create "network effects" that would draw more players to

5508-569: A viable meta-game, booster packs of a certain expansion may only be purchasable while that expansion is considered in standard play, and once it is "retired", these cards can no longer be earned in packs, though still may be gained from the use of in-game currency and used outside standard play. Loot boxes are an extension of randomised loot drop systems from earlier video games, frequently used to give out randomised rewards in massively multiplayer online role-playing games (MMO or MMORPG) or similar games. Loot boxes took this approach and formulated

5661-558: A voice line. Most loot-box systems grant items without regard for what the player already owns. Means are usually provided to dispose of these duplicates, often involving trading them with other players or converting them into an in-game currency. Some loot-box systems allow players to then use this currency to directly purchase specific items they do not have. Some loot-box systems, primarily from Asian developers, use an approach adapted from gashapon (capsule toy) vending machines. These gacha games offer "spins" (analogous to turning

5814-491: Is frequently considered to require financial expenditure in booster packs to be a successful player. Blizzard claims that it attempts to minimize the effect of pay-to-win in Hearthstone , by implementing a gameplay mode which only allows players to use cards from a "core set" and from expansions released in the prior two years. Some commentators expressed concern that for these types of loot-box models to be successful for

5967-497: Is given to the player each time the player reaches enough experience to level-up, but the rate of experience acquisition varies with player skill. While any item contains only cosmetic appeal and has no influence on gameplay, the desire for a specific item creates a strong incentive to purchase additional crates. Overwatch 's producer Jeff Kaplan detailed the desire to create an in-game currency allowing players to directly acquire an item independent of luck or skill, but currency

6120-581: Is only given to a player after opening a crate. Overwatch 's software-as-a-service model delivers continued revenue as Blizzard adds new items to obtain through loot boxes. In response to criticism, Blizzard has made adjustments to its loot box system; for example, reducing the frequency of obtaining duplicate items from loot boxes while attempting to maintain the same in-game currency earning rate in June 2017. Blizzard's CEO Mike Morhaime said that with Overwatch 's loot boxes, Blizzard avoided inclusion of pay-to-win, gameplay-changing elements and

6273-483: Is related to an item's prestige. The Victorian Commission for Gambling and Liquor Regulation has stated that it considers loot boxes to be gambling, but does not have the authority to prosecute companies registered overseas. The commission has suggested "an immediate R rating " for any games which feature loot boxes as a solution to this limitation. In March 2018, the Australian Office of eSafety published

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6426-438: Is that in the long term, the revenue from a micro transaction system will outweigh the revenue from a one-time-purchase game. Loot boxes are another form of microtransactions. Through purchasing a loot box, the player acquires a seemingly random assortment of items. Loot boxes result in high revenues because instead of a one-time purchase for the desired item, users may have to buy multiple boxes. This method has also been called

6579-478: Is the instigating factor behind a class-action lawsuit filed on behalf of Fallout 4 customers against Bethesda Softworks and ZeniMax Media in 2019 over questionable business practices involving the handling of DLC content for the game's Season Pass. The suit asserted that the Season Pass was supposed to contain the totality of Fallout 4 downloadable content (DLC) for a single price, but the introduction of

6732-427: Is the mobile game Dead Trigger switching to a free-to-play model due to a high rate of piracy. While microtransactions are considered a more robust and difficult to circumnavigate than digital rights management , in some cases they can be circumvented. In 2012, a server was created by a Russian developer, which provided falsified authentication for iOS in-app purchases. This allowed users to obtain features requiring

6885-500: Is very addictive to them. Opening these random boxes without knowing what is inside, to them, is the same as opening a present. The excitement and suspense is amplified when the experience is felt alongside friends. In the UK Children's Commissioner's report, the children who played FIFA feel that opening player packs are a game within the game. To them, opening packs creates variety because they can play some football games in

7038-653: The FIFA Global Series and the EA-sponsored e-sports competition for FIFA games, showing just how "pay-to-win" they feel FIFA Ultimate Team is. In the United States, there have been some calls to introduce legislation to regulate microtransactions in video games, whether on mobile, consoles , or PC, and numerous attempts have been made recently to pass such legislation. In November 2017, Hawaii representatives Chris Lee and Sean Quinlan, during

7191-465: The Children's Online Privacy Protection Act . The bill received some bi-partisan support in the form of two co-sponsors from Democrats Richard Blumenthal of Connecticut and Ed Markey of Massachusetts . The United Kingdom has also been closely observing microtransactions, especially loot boxes, and their effects on children. A major report by the UK Parliament 's House of Commons and

7344-485: The Digital, Culture, Media, and Sport Committee , released in September 2019, called for the banning or regulation of microtransactions and loot boxes to children as well as having the games industry to take up more responsibility with regards to protecting players from the harms of microtransactions that simulate gambling. Specifically, the committee's conclusion is that microtransactions should be classified as gambling in

7497-724: The FIFA team to get the rollout of these packs right, which Houston compared to opening a Magic: The Gathering booster card pack to make a player feel like they were always getting value from the pack. Other early examples of packaged games with loot boxes included Counter-Strike: Global Offensive in August 2013, adding "weapon cases" in an update, and Battlefield 4 in October 2013, adding "battlepacks", though they did not become purchasable until May 2014 and never granted duplicate items. Call of Duty: Advanced Warfare , released in November 2014, included "supply drops" that contained randomised items including different variants of

7650-546: The Ultimate Team game mode and then open some packs when they get bored of playing normal football matches. Children might want to fit-in by paying for microtransactions and loot boxes and obtaining very rare items in front of their friends, creating a lot of hype and excitement among them. This makes paying for microtransactions a very positive experience for them. However, when children buy items in front of their friends, peer pressure often set in. Friends pressuring

7803-518: The mobile gaming sector, which predominantly uses free-to-play monetisation schemes. An analyst for KeyBanc Capital Markets, in the wake of the Star Wars Battlefront II controversy , said that the price of video games, even with added purchases for loot boxes and micro-transactions, remains lower than other forms of media on a per-hour basis, and that games are generally underpriced for what value they give. Developers noted that

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7956-500: The virtual currency used in the game that the user was playing. The arcade game Double Dragon 3: The Rosetta Stone (1990) was infamous for its use of microtransactions to purchase items in the game. It had shops where players would insert coins into arcade machines to purchase upgrades, power-ups , health, weapons, special moves, and player characters . The microtransaction revenue model gained popularity in South Korea with

8109-446: The 2010s. In its 2021 fiscal year, Activision Blizzard earned $ 8.8 billion, with the majority of profit generated from microtransactions. Loot box#Regulation and legislation In video game terminology, a loot box (also called a loot crate or prize crate ) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot , ranging from simple customisation options for

8262-493: The Belgian government. As such, they are highly regulated by the Belgian government under their gambling laws. Games would have to remove their microtransactions in order for it to be sold in their country. If the game companies don't comply, then Belgium's government said that it will enact "a prison sentence of up to 5 years and a fine of up to 800,000 euros". While most game publishers agreed to modify their games' loot boxes in accordance with governmental laws, or otherwise as

8415-522: The Court granted Bethesda Softworks' motion to compel arbitration based on the Terms of Service contract that was signed by the plaintiff, Jacob Devine, in October 2022. Microtransaction Free-to-play games that include a microtransaction model are sometimes referred to as " freemium ". Another term, " pay-to-win ", is sometimes used pejoratively to refer to games where purchasing items in-game can give

8568-626: The Creation Club in 2017 reneged on that promise as Season Pass holders would be forced to purchase the Creation Club content to gain access to any additional Bethesda-made content. During the suit's litigation in court, ZeniMax and Microsoft had announced plans to acquire ZeniMax, which was anticipated to close by June 2021. In a Memorandum opinion from the United States District Court for the District of Maryland,

8721-465: The Linden Dollar (L$ ) is the virtual currency used to power the game's internal economy. L$ can be bought with real money through a marketplace developed by Linden Lab themselves, LindeX. Second Life in particular has generated massive amounts of economic activity and profits for both Linden Lab and Second Life ' s users. In September 2005, $ 3,596,674 worth of transactions were processed on

8874-575: The UK and therefore subject to current gambling and age-restriction laws. In October 2019, the Children's Commissioner for England , which promotes and protects children's rights, released a report describing the experiences, thoughts, and effects, positive and negative, of gaming on children ages 10–16. Within the report, some of the children directly stated to the interviewers that the microtransactions and loot boxes that they encounter and subsequently buy, are just like gambling. The report concludes that showing

9027-501: The United Kingdom have played video games, with many playing games that utilize an Internet connection. Many online games targeting younger audiences may have the presence of microtransactions. The primary items bought by children in these games are largely cosmetic items, specifically "skins", which modify the appearance of the in-game player. In the case of Fortnite , many of the outfits and other cosmetics are locked behind

9180-517: The ability to buy card packs as a means to generate revenue for the game. EA took the success of this transition for Mass Effect 3 in March 2012. Mass Effect 3 offered "packs" that would offer uncommon gear, otherwise obtainable only by " grinding " through online gameplay. According to the game's producer Jesse Houston, these were used as a means to offset the development cost of the game's multiplayer mode. The Mass Effect 3 team worked closely with

9333-569: The ability to buy single items, instead downloadable content is provided exclusively via expansion packs. In the late 2000s and early 2010s, games like Facebook 's FarmVille (2009), Electronic Arts 's The Simpsons: Tapped Out (2012) and Supercell 's Clash of Clans (2012) pioneered a new approach to implanting microtransactions into games. In conjunction with having virtual currency be used to purchase items, tools, furniture, and animals, These mobile games made it so users can purchase currency and then use that currency to reduce or eliminate

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9486-462: The ability to convert rewards from loot boxes back into real-world money, and thus "don't think Overwatch belongs in that [loot box] controversy". Industry analyst Michael Pachter speculated that the loot box model of Overwatch that uses only cosmetic items will become the more preferred method of offering this monetisation in the future. Despite this, Overwatch 's system still does not allow players to directly use real-world funds to purchase

9639-401: The ability to trade items or placed limits on trades, thus eliminating skin gambling from these games. Some loot-box systems within free games are criticised as "pay-to-win" systems, and may be derogatorily referred to as "pay-to-loot". In these cases, the contents of the loot box contain items, beyond superficial customization options, which directly affect gameplay, such as booster packs for

9792-467: The aim to amend the law be technology agnostic, and may potentially include regulations for loot boxes among other types of non-traditional gambling products. Within Australia, games with loot boxes would fall under gambling restrictions if they can be played "for money or anything else of value"; the question remains if items that only exist within game have "value" that can be quantified, even if this

9945-547: The amendment did not pass, it led to attempts by the South Korean games industry to self-regulate. This has not convinced assembly members, who have continued to propose statutory regulation. However, there have been several revisions to the self-regulation (most recently, in July 2018), which now requires all video games to clearly display the payout rates of the items from the loot boxes to the player. There are also plans in

10098-449: The appearances and attributes of the real-world athletes in the teams on the league. Part of more recent entries in the system include its "Ultimate Team" mode, where players can form their own teams by collecting "cards" of these players, which have been offered through virtual card packs that can be purchased with in-game currency or real-world funds (Points currency). While this is a similar mechanism to other games using loot box mechanics,

10251-576: The approach of loot boxes in Battlefront as gambling, as it is strictly an optional feature. The reaction and change to the loot box and monetisation scheme caused sales of Battlefront to fall from expectations, and EA's stock lost 8% of its value a week after the game's release (equal to about US$ 3 billion ). Analysts expect that EA will have to re-evaluate how they monetise games in the future to avoid similar backlashes, which may further reduce future revenues. In its fiscal quarter results following

10404-424: The baseline gameplay does not encourage or require spending money for loot boxes, the addition of new content obtained from loot boxes is generally celebrated within that community and may gain brief revenue from that. Further, loot-box systems are generally better handled when their use is determined early in development so the developers can design around it, rather than a last-minute addition. Developers found that

10557-664: The best-selling game in North America for that month. Juniper Research estimated that the global video game market, worth around US$ 117 billion in 2017, is set to grow to about US$ 160 billion by 2022, buoyed by the increased use of loot boxes, particularly within China. For these reason, some developers see loot boxes as an essential means to monetise games, knowing that there will always be players willing to buy these even if most others do not. Games with randomised in-game rewards, including those from loot boxes, and which offer

10710-595: The boundaries between gaming and gambling. Loot boxes were popularised through their inclusion in several games throughout the mid-2010s. By the latter half of the decade, some games, particularly Star Wars Battlefront II , expanded approaches to the concept that caused them to become highly criticised. Such criticism included " pay to win " gameplay systems that favoured those that spent real money on loot boxes and negative effects on gameplay systems to accommodate them, as well as them being anti-consumer when implemented in full-priced games. Due to fears of them being used as

10863-588: The case of their games that have loot boxes in them, as well as make them be transparent about the item drop rates for the rewards in their game's loot boxes. However, all four bills failed to pass through the Hawaii State Legislature in March 2018. In May 2019, Republican Senator Josh Hawley of Missouri introduced a bill named "The Protecting Children from Abusive Games Act" to ban loot boxes and pay-to-win microtransactions in games played by minors, using similar conditions previously outlined in

11016-411: The chance to acquire stronger allies, and with the consistent presence of the in-game market for loot boxes, made it difficult to avoid the allure of paying real money to bypass this grinding, creating a negative on the overall experience. The presentation of a storefront within a game which allows one to use real-world funds to purchase loot boxes or other equipment can also impact the sense of immersion

11169-417: The children who played a game with loot boxes in them paid for one, too. Overall, the report stated that of the children who were generally unhappy with the games they paid for or were gifted, 18% felt that way because certain features had to be bought after paying for the game already, effectively making is so they had to pay more than the normal, full-price of the game in order to play the full game. The game

11322-415: The children. Out of the 60% of children that know about loot boxes, a majority (91%) stated that the online games they play contain loot boxes in them, 59% of them would rather pay for in-game content individually and directly instead of through a collective and randomized loot box, and 44% believe that if loot boxes were eliminated from their online games the games would actually be a lot better. Plus, 40% of

11475-438: The clothing and style of their characters; buy and collect furniture; and purchase special, "flashy" animations to show off to others using some type of virtual currency. Habbo Hotel uses three different kinds of currency: Credits (or coins), Duckets (which are earned through accomplishing specific achievements during gameplay), and Diamonds. Diamonds are only obtained through buying Credits with real-life money. In Second Life ,

11628-454: The consumer better overall, making business models for gaming companies safer and more profitable. With microtransactions under a negative spotlight from the gaming community, there may be displeasure from those who are aware that their data is being shared to make microtransactions possible. Data from a variety of sources show that microtransactions can vastly increase a companies' profits. Three free-to-play mobile games that made heavy use of

11781-427: The content was made by independent creators using funding from Bethesda. At launch, Creation Club was criticized for the content being too similar to free mods , and the requirement to purchase in-game credits with real-world currency. A number of modders supported the system, however, due to its "improved quality control process" and the fact that existing mods cannot be stolen and sold by others. The Creation Club

11934-430: The crank of a capsule machine) to get a random item, character, or other virtual good. One form of gacha called " complete gacha " allows players to combine common items in a set in order to form a rarer item. The first few items in a set can be rapidly acquired but as the number of missing items decreases it becomes increasingly unlikely that redeeming a loot box will complete the set. This is particularly true if there are

12087-439: The decision to include loot boxes in a game, and how they will be priced in real-world funds, may come from their publisher or upper management, but the implementation of their mechanics, including what they include, how they are doled out, and the like, are frequently set by the developers themselves. Some developers argue that the loot-box approach can mesh well with certain types of games, as long as they are not implemented to be

12240-481: The design of these online games, as well as other outside influences, have made spending money for in-game content an essential aspect of the game itself. In the UK, different cases of children unknowingly spending money from their parents and their own in order to get what they want or need to progress through the game have surfaced. In one instance, the father of a family with four children all under 10 years old, bought an £8 FIFA Ultimate Team player pack for them. In

12393-415: The desired revenue streams for EA. These schemes include a loot-box system providing, among other rewards, "Star Cards" that provide boosts to a specific character class, and which have tiered levels tied to rarity that provide greater boosts. Because these higher-tier Star Cards give direct advantages to players willing to acquire many loot boxes with real money than at the rate one would obtain simply playing

12546-403: The dopamine-filled, positive feelings that they feel when they win. As such, they become more inclined to spend money for items that will help them achieve that elusive win. Then when they do win, the player attributes their win with the item that they just bought, making it more likely that they will spend money whenever the player gets on a losing streak, and so the cycle continues on. During

12699-405: The fact that the process of opening a digital loot box is designed around a sensory experience and immediate return that can affect those that may be prone to gambling, a factor that does not exist with physical booster packs. Some have argued the increased use of loot boxes in games since FIFA was due to the perception that the act of opening loot boxes is an exciting element for a game for both

12852-572: The family's financial situation. There have been other situations where UK children spent £700 ($ 903.53), £1,000 ($ 1290.75), £2,000 ($ 2581.50), and even £3,160 ($ 4078.77) on microtransactions in various mobile games, usually as a result of them getting tricked by the game to pay for something in-game or just not understanding that real money was being taken out of their, or their parents', bank accounts when they bought items in-game. Spending such large amounts of money on microtransactions have devastated some families financially, including some who had to pay

13005-438: The fifth anniversary of Ultimate Team and shared statistics showing the explosive growth in popularity of the game mode. By the late 2010s, Ultimate Team was generating billions of dollars every year. From around 2017, another major transition in how microtransactions are implemented in games occurred. " Live-service " games, like Epic Games 's Fortnite , with constantly changing and updating content, became more prevalent in

13158-614: The free 'default' skin in Fortnite , no one, friends nor random strangers, will want to play with them as the default skin is seen as a symbol of a player being bad at the game. The default skin is used as judgement and an insult against the player whose in-game avatar wears it, too. Players wearing default skins are considered 'financially poor' and very 'uncool' by their peers and the game's community, so children spend money on microtransactions in order to avoid having that 'tag' or target on them. The media that children consume outside of

13311-443: The game and for Parliament to change their current gambling laws to declare loot boxes as gambling and subject to gambling laws. Alongside questioning the legality of the extensive use of microtransactions, some gamers have also questioned the morality and ethics of selling microtransactions, especially to children. Researchers have studied the natural psychology behind both the selling and purchase of microtransactions. According to

13464-548: The game can also affect their social interactions and in-game spending. A popular mode of entertainment for children is watching YouTube videos of other people playing their favorite games. In the case of FIFA , children may watch a popular YouTubers constantly open player packs in the Ultimate Team game mode; unlike the children, the said content creators have the money to pay for the packs, due to YouTube being their major source of income. The amount of money that children spend on microtransactions has continued to grow because

13617-410: The game for free, or resort to copyright infringement to obtain copies of games for free. Instead of trying to change this approach, Asian games like ZT Online introduced loot boxes as a means to assure monetisation from a game that they would otherwise not receive revenue from the base sale. Within a year, Zhengtu Network reported monthly revenue from ZT Online exceeding US$ 15 million , justifying

13770-407: The game's official launch, EA and DICE temporarily disabled all micro-transaction purchases until they figured out a way to offer these systems in a favourable manner for consumers; DICE stated: "We will now spend more time listening, adjusting, balancing, and tuning" before they are reintroduced. According to The Wall Street Journal , the decision to remove the micro-transactions just before launch

13923-666: The game's tenth anniversary. On December 5, 2023, Bethesda replaced Creation Club with Creations, which combined paid creations and free mods. Modders can upload their free mods, or apply for the Bethesda Game Studios Verified Creator Program, which allows them to receive royalties for their paid mods. With Creation Club, modders could only receive payment if they were hired and paid by Bethesda. Creations thus makes it easier for modders to get paid for their mods. Despite being described by critics as "paid mods ", Bethesda has disputed this, as

14076-518: The game's weapons, character gear, and experience points that could be used to customise one's character. With the financial success of Overwatch and its loot-box systems, several games—particularly from popular franchises—in 2016 and 2017 included the mechanic as part of its meta-game. This included Call of Duty: WWII , Halo Wars 2 , Gears of War 4 , Assassin's Creed Origins , Middle-earth: Shadow of War , and Forza Motorsport 7 . By October 2017, this had led to critical review of

14229-542: The game, its loot-box system at the time of its open beta period had been described as one of the more egregious "pay-to-win" systems for a full-price game. EA did re-evaluate this approach in response to criticism, and prior to full release, reworked the loot-box system so that some items still offered in loot boxes like Star Cards could also be earned through other routes such as in-game achievements, in-game currency, or through direct monetary purchase. Just prior to release, members of EA Access that had early access to

14382-497: The game, so that there would be more players to obtain revenue from the keys to unlock crates. Valve later transitioned to a free-to-play model, reporting an increase in player count of over 12 times after the transition, and hired Yanis Varoufakis to research virtual economies . Over the next few years many MMOs and multiplayer online battle arena games (MOBAs) also transitioned to a free-to-play business model to help grow out their player base, many adding loot-box monetisation in

14535-575: The game, while loot crates would be limited to only cosmetic items or in-game credits to buy these items. The player reaction to Battlefront 's loot-box system led to the Belgian Gambling Commission to evaluate the nature of loot boxes specifically in Battlefront . In the United States, it generated legislative debates about a potential sales ban within Hawaii and some other US states. EA has stated that they do not consider

14688-516: The game. About half of the children expressed that they need to spend money on the game in order for it to be fun to them; this is due to many of these games' features, which are modes that the children want to play and experience, being locked behind microtransaction paywalls . As such, there is a large gap between the gaming experiences that non-paying players have and the experiences that paying players have. Some other statistics and thoughts regarding loot boxes specifically were also collected from

14841-406: The game. The reaction to loot boxes in the last half of 2017 was considered one of the major trends in the video game industry in 2017. Loot boxes are considered part of the compulsion loop of game design to keep players invested in a game. Such compulsion loops are known to contribute towards video game addiction and are frequently compared to gambling addiction . This is in part due to

14994-602: The government. In response to games industry lobbying home affairs minister S. Iswaran clarified the law in parliament, stating that "the Bill does not intend to cover social games in which players do not play to acquire a chance of winning money and where the game design does not allow the player to convert in-game credits to money or real merchandise outside the game". The minister also specifically excluded platforms which offered "virtual currencies which can be used to buy or redeem other entertainment products", such as Steam , from

15147-540: The inclusion of loot boxes in multiplayer games as a justified part of the publisher's cost for maintaining the game servers, but see their use in single-player games as only a means for the publishers to profit. Developers and publishers consider loot boxes part of a necessary process of monetising AAA video games beyond their initial sale. Publishers have been hesitant of raising the base price of AAA games beyond US$ 60 (as of 2017) for fear of immediately losing sales, and instead seek post-release revenue streams to cover

15300-403: The increased costs and pace of the development process, the stagnation in growth in video game audiences, and a shortening window of time in which to gain full-price sales of their games after release. Monetisation schemes like loot boxes can help provide long tail revenue, well after the release of the game. Post-release monetisation is believed by publishers to be necessary to compete with

15453-408: The items. Some game systems include a "pity-timer" mechanic, which increases the player's chances to receive a rarer item from a loot box if the player has not received one in the last several loot boxes they have opened. This pity-timer mechanic may also be used if the player purchases loot boxes in bulk rather than individually, such that one of the loot boxes in the bulk purchase is assured of having

15606-400: The last half of 2016 to stop this practice. Valve's Counter-Strike: Global Offensive , updated in 2013 to include randomised loot drops from in-games, has been the most visible example of skin gambling by mid-2016. Several games which followed in 2016 and onward that used loot boxes or other randomised rewards, including Rocket League and PlayerUnknown's Battlegrounds , did not include

15759-470: The loot-box controversy over Battlefront impacted the company significantly, which included a reorganisation of executive positions, and that: "For games that come next, for Battlefield or for Anthem , [players have] made it very clear that we can't afford to make similar mistakes. And we won't." Electronic Arts also published the FIFA series of association football games in annual installments, using

15912-451: The majority of FIFA players do not spend any money in-game. Because of their use of random chance to gain items after committing real-world funds, games using loot boxes may be considered a form of gambling. While gambling laws vary from country to country, a common theme that tends to legally distinguish loot boxes from gambling is the inability to transform the contents from a loot box back into real-world money by legitimate means within

16065-490: The means to trade these items with other players, are known to attract the use of skin gambling . In skin gambling, these customization items, "skins", become a black market virtual currency among players and operators of websites that allow players to trade the items for real-world funds, or to use those items to gamble on esports or other games of chance ; subsequently these activities have been identified as gambling by legal authorities, and several legal challenges arose in

16218-437: The mechanics of loot boxes are more accepted by non-Western audiences and younger Western audiences, where these groups have developed different consumption patterns than older Western players, particularly as a result of growing up playing free-to-play mobile titles. Blizzard Entertainment 's Overwatch 's loot box implementation does not impact gameplay, but other aspects of the system are subject to criticism. A free crate

16371-411: The microtransaction model. Tommy Palm of King ( Candy Crush Saga ) expressed in 2014 his belief that all games will eventually be free-to-play. According to Ex- BioWare developer Manveer Heir in a 2017 interview, microtransactions have become a factor in what types of games are planned for production. Free-to-play coupled with microtransactions may be used as a response to piracy. An example of this

16524-495: The microtransactions in these games have affected them (and/or their parents) socially and financially. A growing number of parents of children aged 5 to 15 years old are now concerned that their children could be pressured to perform microtransactions online. According to the Parent Zone study, in the United Kingdom, 97% of males and 90% of females aged 10–16 years old play video games. About 93% of people 10–16 years old in

16677-673: The monetisation of free-to-play mobile gaming . They first appeared in 2004 through 2007, and have appeared in many free-to-play games and in some full-priced titles since then. They are seen by developers and publishers of video games not only to help generate ongoing revenue for games while avoiding drawbacks of paid downloadable content or game subscriptions, but to also keep player interest within games by offering new content and cosmetics through loot-box reward systems. Loot boxes are just one form of chance-based mechanism used in paid reward systems within some digital games, and research has explored their impact on children, youth and families, and

16830-620: The near future to expand the scope of this regulation to include other in-game purchases, such as the success rate of a paid consumable item whose purpose is to enhance another virtual item. The Fair Trade Commission still oversees consumer issues related to loot boxes and video games; in April 2018, it issued a US$ 875,000 fine against Nexon related to its game Sudden Attack for deceptive loot-box practices, as well as two smaller fines to other companies. In October 2014, Singapore's parliament passed The Remote Gambling Act, which introduced

16983-444: The new laws and regulations", loot boxes in their game Overwatch would no longer be available for purchase in China. Players would instead buy in-game currency and receive loot boxes as a "gift" for making the purchase. Effective November 2019, China's General Administration of Press and Publication prohibited the sale of loot boxes to users under eight years of age and restricted their sale to older users under 18 years of age to

17136-600: The number of loot boxes they have opened, effectively assuring a player of receiving a rare item by opening a fixed number of loot boxes. A 2021 paper evaluated the state of many Chinese games that used loot boxes, and found that of the current top 100 games offered on China's Apple App store, 91 of those games included loot boxes but only about 5% of these made full, proper disclosure of loot box probabilities to China's law. The law also banned game publishers from directly selling "lottery tickets" such as loot boxes. In June 2017, Blizzard Entertainment announced that, "in line with

17289-552: The odds and percentages of certain microtransactions to players does not go far enough and does not actually solve the problem. Instead, they suggest that certain new features to protect children should be implemented in all games featuring microtransactions, like showing the all-time spending on a child's in-game account and having limits on the amount someone can spend daily. Additionally, they push for game developers and publishers to stop pressuring children to spend money on microtransactions in their games in order to progress through

17442-425: The odds of Chinese players receiving different categories of item from each loot box, some of which were as low as 0.1%. Other changes mandated by the new regulations required publishers to limit the number of loot box purchases any player can purchase in a day (including limiting the size of multiple loot box bundle packages), and requiring the publisher to give more favourable odds to the player to get rare items with

17595-399: The past two decades, gaming has emerged as one of the top options children go to as a means of alleviating boredom. In an August 2019 report conducted by Parent Zone in the UK, they studied and gathered data directly from children between the ages of 10–16 years old about their experiences with online gaming and the microtransactions that the games that they play hold, as well as ask about how

17748-446: The physical Pokémon Trading Card Game , but these cases did not impact either arena to a significant degree. In December 2016, China's Ministry of Culture announced legislation which required "online game publishers" to publicly release from May 2017 onwards the "draw probability of all virtual items and services". When the law came into effect publishers complied, resulting in a variety of statistics being released which quantified

17901-501: The platform. Both games are still active today. The Elder Scrolls IV: Oblivion was released in March 2006 by Bethesda Softworks . From April 2006 onwards, Bethesda began releasing small, downloadable packages of content from their website and over the Xbox Live Marketplace , for the equivalent of between one and three US dollars . The first package, a set of horse armor ( barding ) for Oblivion ' s steeds,

18054-423: The player can also pay about $ 28 (or 2,800 V-Bucks) instead to unlock the battle pass and they automatically complete the first 25 tiers (out of 100 tiers) of it. A majority of the children surveyed feel that these kinds of microtransaction systems in their online games are complete rip-offs. 76% of them also believe that these online games purposely try to squeeze as much money as possible from them when they play

18207-420: The player to continue buying packs hoping that they will be able to see them get a rare item can cause the player to spend more than they may actually be able to. The pressure to spend money on in-game content also stems from children seeing their friends have these special, rare items, and them wanting to have it themselves. Essentially, when everyone around them has it, they will want it too in order to feel like

18360-537: The player, and those watching the player either on YouTube videos or through live streaming , creating a number of multi-million subscriber video streams solely dedicated to opening loot boxes. NPD Group , which tracks video game sales, says that for games released through September 2017, there was no sign of consumer purchase change, positively or negatively, on games that included loot boxes. NPD reported that NBA 2K18 , which had been criticised by players for its loot-box system at its September 2017 launch, ended up as

18513-425: The practice, Clash Royale , Clash of Clans , and Game of War , were all in the top five most profitable mobile games of 2016. Microtransactions are also used in larger budget games as well, such as Grand Theft Auto V (2013) generating more revenue through them than retail sales by the end of 2017. This trend was consistent with many other popular games at the time, leading to the practice being widespread in

18666-422: The practice. In particular, the highly-visible Star Wars Battlefront II , released amid criticism of its loot-box systems in November 2017, led to renewed discussions at various government levels related to the legality of these systems. The review aggregator OpenCritic announced plans to include a "business model intrusiveness" for games that provide a metric on how much a game's loot and DLC system can impact

18819-406: The probability of receiving an item decreasing rapidly with each grade. While the set of items given are randomly selected it can come with certain guarantees, for instance that it will contain at least one item of a certain rarity or above. In some redemption processes, yet-revealed items are presented with a colour that corresponds to its rarity level, further heightening the excitement of revealing

18972-417: The process with appealing visual and audio effects. Some such interfaces are similar to those of slot machines or roulette wheels , and designed to create a psychological response to increase player excitement. When the player runs out of loot boxes or keys, a prominent button may be displayed with which they can buy more. The items that can be granted by a loot box are usually graded by "rarity", with

19125-536: The process, with the first two being both Star Trek Online and The Lord of the Rings Online in December 2011. Separately, the FIFA series included a "FIFA Ultimate Team Mode" that allowed players to use virtual trading cards to build a team. Initially released as downloadable content (DLC), the "FIFA Ultimate Team Mode" transitioned to a free add-on to the base game with the 2010 release, with

19278-510: The profitability of this scheme. This led to the approach of releasing games as free-to-play with microtransactions atop the title. Many free-to-play mobile games in Asian regions would offer loot-box approaches, most notably Puzzle & Dragons , released in 2011, which used its gacha approach to be the first mobile game to earn more than US$ 1 billion from its monetisation scheme. In Western regions (North America and Europe) around 2009,

19431-458: The provisions of the bill. However, the minister also said: The fact is that the line between social gaming and gambling is increasingly becoming blurred. What may appear benign today can quickly morph into something a lot more sinister tomorrow in response to market opportunities and consumer trends. That is why the legislation is cast broadly. The Remote Gambling Act was placed under review by Ministry of Home Affairs of Singapore in 2021 with

19584-482: The publishers, the game itself has to be designed around promoting and encouraging the player to purchase loot boxes, which fundamentally impacts core game design principles and may weaken the underlying game mechanics. This may include the use of loot boxes as a means to bypass the need to grind missions repeatedly to get gameplay-changing items that significantly help towards completing a single-player game, which drives players to use real money to purchase these to avoid

19737-419: The release of Battlefront II , EA reported missing their sales mark of 10 million units by about 10%, which EA CFO Blake Jorgensen attributed to the loot-box controversy over the game. This, coupled with the removal of micro-transactions from the game while they readdressed the loot-box approach, led to the game missing EA's revenue projections for that quarter. In April 2018, EA's Patrick Söderlund stated that

19890-500: The release version of Battlefront discovered that its other in-game currency and micro-transaction systems required players to spend numerous hours in game matches to earn credits at a sufficient rate to unlock special hero characters, or alternatively spend real-world funds to buy in-game currency or loot boxes that offered that currency as a possible reward. The combined loot-box and micro-transaction systems, all elements of "pay to win" schemes, drew even more criticism. Just hours before

20043-517: The revenue from free-to-play games had overtaken revenue from premium games that earn revenue through traditional means in Apple's App Store, for the top 100 grossing games when comparing the results for the months of January and June 2011. It used data that it analyzed through 90,000 apps that installed the company's software in order to roughly determine the amount of revenue generated by other popular apps. They discovered that free games represented 39% of

20196-411: The social anxiety around the " fear of missing out " (FOMO), as some random drops from loot boxes may be available for only a limited time, and players will be more inclined to spend money to obtain loot boxes so they do not miss out on these items. The use of pity-timers in loot box redemption also can feed into the gambler's fallacy , appearing to give credence to the player that they will be assured of

20349-406: The span of three weeks, the children kept spending money on packs, eventually spending £550 ($ 709.91) altogether, completely emptying their parents' bank account, but never receiving one of the best players in the game as well as the children's favorite player: Lionel Messi . The children apologized to their parents and explained that at the time they did not understand how much they were impacting

20502-1006: The subsequent backlash from gamers and the gaming media have caused governments from all around the world to look into these games and their microtransaction mechanics. In April 2018, the Netherlands and Belgium banned the sale of microtransactions in games sold in their countries. The specific games Belgium looked closer at were EA's Star Wars Battlefront II (2017) and FIFA 18 , Overwatch , and Counter-Strike: Global Offensive developed by Valve. All of those game's microtransactions, except for Star Wars Battlefront II which removed their gameplay-altering microtransactions in March 2018 (but kept cosmetic microtransactions) due to players calculating that it would take over 48 hours of playing to obtain Luke Skywalker and then complaining about this extreme threshold to unlock popular characters to EA, have been determined to be "games of chance" by

20655-526: The success of Nexon 's online free-to-play games, starting with QuizQuiz (1999), followed by games such as MapleStory (2003), Mabinogi (2004), and Dungeon Fighter Online (2004). Notable examples of games that used this model in the early 2000s include the social networking site Habbo Hotel (2001), developed by the Finnish company Sulake , and Linden Lab 's 2003 virtual world game Second Life . Both free games allow users to customize

20808-761: The term " booster pack " following from collectible card game roots. Loot boxes are often given to players during play, for instance as rewards for leveling up their character or completing a multiplayer game without quitting. Loot boxes may also be given out through promotions outside of gameplay, such as watching certain streaming events. Players can also buy them directly, most often with real-world funds but also through in-game currency (sometimes, in-game currency can or has to be paid for with real-world funds to obtain lootboxes). Some loot boxes can be redeemed immediately, while redeeming others requires further consumable items dressed as "keys". Loot boxes are generally redeemed through an in-game interface which dresses

20961-529: The ticket on "Gachapon", an in-game booth that was distributed across the game world. The Chinese free-to-play game ZT Online (or simply Zhengtu ) which was released in 2007 by the Zhengtu Network is also considered to be one of the early examples of video games that contained loot boxes as a part of its game system. Players in Asian countries typically do not have the funds to purchase full-cost titles, and use Internet cafes or PC bangs to play

21114-448: The time sink. For example, Middle-earth: Shadow of War has a second, true ending requiring the player to gain many more stronger allies to meet its higher difficulty. While the developers playtested the balance of the game without the loot-box system activated, assuring the game could be completed without additional monetisation, reviewers found that the game required a great deal of time needed to complete numerous additional missions for

21267-447: The total revenue from January, and that the number jumped to 65% by June, helped in part by the fact that over 75% of the 100 top grossing apps are games. This makes free-to-play the single most dominant business model in the mobile apps industry. They also learned that the number of people that spend money on in-game items in free-to-play games ranges from 0.5% to 6%, depending on a game's quality and mechanics . Even though this means that

21420-625: The use here is criticised due to the fact that cards earned from one version of the game do not carry over into the next year's version (teams remain in their account until the said edition's servers are shut down). Thus, players must work to regain a competitive team by re-earning in-game credits or spending more money by buying additional points, with the potential to continue that cycle each year. EA has since implemented Ultimate Team-like mechanics in other sports simulation series, including Madden NFL , NBA Live , NHL , and UFC . In 2016, EA reported that revenue from Ultimate Team pack purchases

21573-591: The use of a " variable-ratio reinforcement schedule " similar to how slot machines dole out prizes. While many players may never spend real-world money in a loot-box system, such addictive systems can bring large monetary expenditures from "whales", players who are willing to spend large amounts of money on virtual items. A meta-analysis of 15 studies found that lootbox spending and problem gambling symptomology were moderately positively correlated. Gambling concerns are heightened in games that offer loot boxes and are known to be played by children. Loot boxes also feed into

21726-643: The use of loot boxes have countered complaints that they are gambling systems by likening them to opening collectible toys such as Hatchimals or booster packs from physical collectible card games (CCGs) like Magic: The Gathering . In the United States CCGs have been subject to previous legal challenges related to if they are a form of gambling, but were not found liable. Some countries like Belgium have specifically exempted CCGs from gambling legislation because these games do not offer any type of gambling element. However, opponents of loot boxes address

21879-563: The use of microtransactions due to its high profitability. Many companies and games, especially smartphone games, have taken on a business model that offer their games for free and then relying purely on the success of microtransactions to turn a profit. The collection of this data on consumers, although technically legal in the United States, or outside the EU , can be considered unethical. Companies can sell data about consumers, involving their spending, bank information, and preferences, to understand

22032-493: The video game industry saw the success of Zynga and other large publishers of social-network games that offered the games for free on sites like Facebook but included microtransactions to accelerate one's progress in the game, providing that publishers could depend on revenue from post-sale transactions rather than initial sale. One of the first games to introduce loot box-like mechanics was FIFA 09 , made by Electronic Arts (EA), in March 2009 which allowed players to create

22185-554: The video game market. These types of games heavily employ the use of the loot box microtransaction type. According to the September 2019 report by the UK Parliament 's House of Commons and the Digital, Culture, Media and Sport Committee , they define loot boxes as "... items in video games that may be bought for real-world money, but which provide players with a randomised reward of uncertain value." The widespread usage of loot boxes by game developers and publishers have garnered

22338-419: The video game. Games with loot box systems have become subject to regulation in several Asian countries, while questions of the legality of loot boxes are under consideration in some Western ones. Steven Wright for PC Gamer observed that several of the concerns for loot boxes related to gambling had been previously experienced through lawsuits in the 1990s against the baseball card industry as well as with

22491-557: The wait times attached to certain actions, like planting and growing carrots or collecting taxes from the townspeople. In March 2009 the Ultimate Team game mode was introduced in FIFA 09 in which gamers can buy "packs" containing items such as players, stadiums and contract extensions with currency earned by playing the game or real world money. EA followed this success by introducing the game mode to Madden NFL beginning with Madden NFL 10 in January 2010. In March 2014 EA marked

22644-448: The wake of the October 2017 loot-box criticism. Principally an online multiplayer shooter, Battlefront II was developed to eliminate the "season pass" approach that the original 2015 game had used, which was found to have split the player base over those that paid for the added content and those that did not. Instead, Battlefront II brought in other micro-transaction schemes that would still allow all players to play together but provided

22797-733: The way characters, weapons, and vehicles look) to show off to other players. However, a player can experience all the content of the game and be on an even playing field without purchasing any microtransactions because no feature or gameplay-affecting piece of content is locked behind a payment. These games still occasionally take accusations of being "pay-to-win" as combat-focused video games, such as Apex Legends or Call of Duty: Warzone , offer skins that are inspired by real-world military equipment – often including camouflage – which technically can give players an advantage by obscuring them to human opponents. Mobile web analytics company Flurry reported on July 7, 2011, that based on its research,

22950-479: Was US$ 650 million a year, roughly half of their total revenue from microtransactions across their portfolio, and 30% of their entire digital sales revenue. CBC reported from a leaked 2021 EA presentation of the company's intent to drive FIFA 21 players to the Ultimate Team mode as the "cornerstone" of the game. In a reply, EA stated that they do not "push" players to spend money in their games and that

23103-546: Was demanded by Disney , which owns the Star Wars properties. Disney, knowing the franchise draws in younger players, feared the loot-box systems would contribute towards gambling behavior in children. EA later affirmed its revamped approach to micro-transactions within the game to be released in March 2018, eliminating any pay-to-win elements like Star Cards as potential rewards from loot boxes: Star Cards would otherwise only be earned by an experience-point-based progression in

23256-399: Was released on April 3, 2006, costing 200 Marketplace points , equivalent to US$ 2.50 or £1.50; the corresponding PC release cost was US$ 1.99. Bethesda offered no rationale for the price discrepancy. These were not the first Oblivion -related Marketplace releases (the first was a series of dashboard themes and picture packs released prior to Oblivion 's publication, in February 2006, for

23409-431: Was simply just not worth paying for to 35% of the unsatisfied children and 18% of them also felt that in-game microtransactions were not worth paying for either. Ultimately, children feel that spending money on microtransactions has become the norm and an expectation when playing modern video games. For many children, the excitement that they feel when they open loot boxes, packs, and obtain items through microtransactions

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