Projcet paper
Brysen Research Question: What effects do video game microtransactions have on consumers, and what solutions exist to make microtransactions fairer to players? SOURCE SYNTHESIS
How this source relates to my question (e.g.: provides an answer; gives history on the question; something else)
How info from this source relates to my own experiences, observations, etc.
How this source has affected my own thinking about my question (e.g.: changed my way of thinking; confirmed something I already thought; pushed me in a new direction; etc.)
Ways I might use this source in my writing project (e.g.: as background info; as support for a specific point I might make; as a different way of viewing my question; something else)
Any other notes I want to make about this source
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“The macro problem of microtransactions: The self- regulatory challenges of video
This source relates to my question as it describes what microtransactions are very well, it explains why the
This source relates to me as I have also been affected by microtransactions, and the measures
This source confirmed what I thought about a few things, like what microtransactions
I could use this source to help describe what microtransactions are in the beginning, but also
Overall, I’m surprised that some countries have started to take part in limiting
game loot boxes”
controversy is so large, and it explains measures that have already been taken against microtransactions from countries, the industry itself, the ESRB and other game rating boards, and the players themselves.
that have been taken against them. For example, I have played many games that have microtransactions in them, but like the article mentions, they were later changed or removed due to regulations by the individual company by outcry from the players.
are, why the controversy is so big, and some of the examples they brought up, but it also made me think about what action will be taken against microtransactions, mostly on the federal level. Not much action has been taken against them on a federal level, but if a link between gambling and microtransactions is discovered by any chance, I’m curious to see what the response would be.
to explain what measures are currently being taken against them after establishing some of the mental and social effects of microtransactions.
microtransactions. It goes to show how big gaming has gotten to be, even to where it’s discussed at the federal level.
“Investigating relationships between video gaming, esports, and gambling”
This source relates to my question since it has research based on the effects of microtransactions,
This source relates to my own observations as their results on the age and gender of people
This source confirmed what I thought before going into this project, that there wasn’t a strong
I could use this source as my main source for the mental effects of microtransactions, mainly with the
Not much extra stuff to say about this one, though it will definitely be useful to focus on the connection
mainly the connection between microtransactions and gambling behaviors.
who play games seem pretty accurate to who I’ve seen play games and who I’ve talked to, and the results are accurate to my experiences as well, since buying microtransactions for me hasn’t made me more addicted to gambling, or made me want to gamble more.
connection between microtransactions and gambling behaviors.
connection of gambling and microtransactions near the beginning of the paper.
between gambling and microtransactions, which will most likely be one of the biggest parts of my paper.
“The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’s Status.”
This source relates to my question since it explains the social effects of microtransactions, like how players feel towards those who buy microtransactions to give them an edge in-game, like how players who
This source relates to my own experiences as I have often felt the same way towards people who buy microtransactions to do better in- game, though most of the time it isn’t a big deal to me, although it is still annoying.
This source covered something I never even thought about, the social effects of microtransactions, and it made me think a bit more about how I thought about people who used microtransactions
I can use this source to explain the social effects of microtransactions near the beginning of the paper, with the mental effects of the gambling connection with microtransactions.
Overall, I just think this source is very interesting. The social aspect is something I never even thought about once through the entire process of coming up with the question and doing the research, until I
do are often respected less by fellow players.
in the past. found this article.
“Video Game Monetization (e.g., ’Loot Boxes’): A Blueprint for Practical Social Responsibility Measures.”
This source relates to my question in many ways. Not only does the source bring up research of the connection between gambling and microtransactions, but it also explores many problems that come with microtransactions, and solutions to them, like exploring different ways loot boxes could be limited in certain areas, and ways to protect the consumer.
This source relates to my own experiences in observations since it poses solutions that I have seen in games that I have played that worked well, like having loot boxes obtainable through standard play, that they shouldn’t offer any competitive advantages, etc.
This source made me think of more ways that can fix problems with microtransactions, and it also made me think back to some games that included these features that I could use as an example in my paper.
I can use this source to back up the connection between microtransactions and gambling, and I can also use this source to explain other problems that come with microtransactions, and what can be done to fix them near the end of the paper.
I’m surprised by the sheer amount of content in this article, as it covers so many solutions that can be used to help the situation with microtransactions, so much to where I definitely won’t be able to cover it all. Though, it is likely to be one of my most used sources.
Question: What effects do video game microtransactions have on consumers, and what solutions exist to make microtransactions fairer to players? Possible Thesis Statements: Microtransactions and loot boxes have many effects, like a potential link to gambling and a change in social standing in player groups, but there are many ways to combat these issues. Microtransactions and loot boxes have many different effects, like a lack of respect in player groups, a potential connection to increased gambling, and general harm to consumers, but there are many ways to fix these issues. Microtransactions and loot boxes have many different effects, like a lack of respect in player groups, a potential connection to increased gambling, and general harm to consumers, but there are many different solutions to these issues that may make microtransactions fairer. Microtransactions and loot boxes affect players in both social and mental ways, but there are many different solutions to these issues that also make microtransactions fairer for the consumers. Basic Outline:
1. Introduction (1-2 paragraphs) a. Hook that draws the reader in b. Background information on microtransactions, loot boxes, and the controversy behind them (might have to have two
paragraphs to include all this information) c. Thesis statement
2. Effects of Microtransactions (Likely 1 paragraph, possibly 2) a. The link between loot boxes and gambling
i. Evidence mostly proves there isn’t much of a connection, however it is a complicated matter
b. The social effects of microtransactions i. Lack of respect from other players ii. Also leads to more players buying microtransactions
3. Current action already being taken place against microtransactions (1-2 paragraphs) a. Federal level
i. Most countries don’t take much action ii. Belgium and The Netherlands are some of the only countries that take it very seriously
b. Game ratings boards c. Game developers themselves
i. Getting rid of them as a whole ii. Showing drop rates of items
d. Player base actions e. To what level should microtransactions be restricted?
4. What actions/solutions should be taken to make microtransactions more fair? (Likely 1 paragraph, possibly 2) a. Solutions in game design and in-game
i. Making loot boxes available through standard play ii. Loot boxes shouldn’t offer competitive advantages
b. Solutions to protect consumers i. Age restrictions ii. Odds for items in loot boxes displayed
c. Etc. 5. Bringing up any opposing viewpoints (1 paragraph)
a. “If the game allows microtransactions, buying an advantage is technically fair as a player just follows the rules created by the game developer.” (Evers, Ellen R. K., et al.)
i. It’s still unfair to other players, and it causes other problems like the social effects mentioned earlier as it is seen as an undeserved shortcut
b. Microtransactions should be removed in their entirety i. With the right restrictions, microtransactions in games are fine, especially for those that might not have the time
to earn certain items 6. Conclusion (1 paragraph)
a. Restate main points b. Reference some statements from the introduction c. Call to action to make companies make microtransactions and loot boxes fairer for consumers and players