ReportWire

Tag: Microtransaction

  • New Study Shows Kids Are Bullied For Not Spending Money In Free-To-Play Games

    New Study Shows Kids Are Bullied For Not Spending Money In Free-To-Play Games

    [ad_1]

    New data from Norway examines how video games influence children, their social behaviors, and their spending habits. It turns out, younger players are being bullied over their lack of cosmetic skins, are using in-game items to become more popular, and are struggling to avoid all the ads and user-made scams connected to popular online games like FIFA, Fortnite, and Warzone.

    As reported by Crossplay—a gaming newsletter focused on parents and kids founded by former Kotaku writer Patrick Klepek—a pair of studies by Norwegian researchers include some alarming information about how kids between the ages of 10-15 interact with video games and how these popular games can have big effects on their social lives. The studies were conducted by researchers Kamilla Knutsen Steinnes and Clara Julia Reich of Oslo Metropolitan University as part of a larger initiative by Norway’s government to understand the relationship between children and games.

    According to Reich, their findings show that how a child appears in a game can play a “crucial” role in how other kids treat them.

    “Children may experience being called poor if they haven’t spent money on their character. Children who have spent money on their in-game character can gain increased attention and other advantages, thus buying popularity,” said Steinnes.

    This is because nowadays, children’s digital and real lives are one and the same. Wearing the right skin in Fortnite is just as important as dressing correctly at school, according to the studies. And kids who can’t afford the right gear or who don’t play games are struggling to fit in.

    “There’s no sharp distinction between their online and offline world. These are just different parts of the social world they navigate, and appearance, or skins, are important identity markers,” said Steinnes.

    One 13-year-old, Frank, added: “If you don’t play with anyone, you kind of have nothing to talk about at school.”

    “Kids into football play FIFA and spend money on in-game items that confer status, while others spend money on effects from Nike, Balenciaga, or Star Wars. They are influenced by memes and trends on platforms like TikTok,” said Reich.

    Speaking to Crossplay, the researchers further elaborated:

    The pressure to fit in resembles what is already taking place in other contexts but takes on new forms. Some children might end up feeling excluded if they lack the resources (e.g., Wi-Fi, gaming equipment, in-game currency) to play with their friends or might get picked on based on what ‘skin’ they are wearing.

    Publishers and scammers are taking advantage of kids

    Making things worse is that video game publishers have become very skilled at constantly advertising games and in-app purchases to kids. This means it’s becoming harder and harder for children to focus on other things in their lives, making the pressure to have the coolest skin grow even worse. And for kids who can’t afford to fit in, they can be bullied or treated poorly by their peers. For girls, this abuse is often worse, both in and out of games.

    “I heard things like ‘go back to the kitchen’, and it was like ‘you’re a girl, die, die, die’. It was, like, very graphic,” said Sidra, a 14-year-old girl who was part of the study. The study also showed that skins and in-game cosmetics can create “digital body-image” issues, too.

    Another problem found in the studies is that kids report being scammed. The researchers suggest that this is because kids lack “consumer competence” but are being thrust into situations where they encounter high-pressure sales tactics built around making them feel like they have to act fast or miss out. And when someone comes along promising them cheap currency or a good deal, kids might not realize it’s a scam until it’s too late.

    “This is problematic because children and young people are a vulnerable consumer group navigating almost unregulated markets on their own,” said Reich.

    Overall, it’s enough to make me thankful I don’t have kids and don’t have to help them navigate the modern world of free-to-play video games that often share more in common with casinos than they do with other games you play for fun. And as the internet becomes more and more a part of every bit of our lives and games become more and more popular on mobile devices, the situation may only get worse.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • Loot Boxes Would Be For Adults Only, If Australian Bill Passes

    Loot Boxes Would Be For Adults Only, If Australian Bill Passes

    [ad_1]

    Image for article titled Loot Boxes Would Be For Adults Only, If Australian Bill Passes

    Image: Blizzard

    Following the example set by governments in countries like Belgium and the Netherlands, an Australian politician has put forward a bill that would, if passed into law, massively restrict the use of loot boxes in video games aimed at children.

    Federal politician Andrew Wilkie, an independent, introduced the bill into parliament yesterday. He proposes that loot box mechanics—where players use actual money to buy random in-game items—prey upon the same impulses that gambling does, and that they can serve as a pathway to get kids hooked. He suggests that any game with loot boxes (or similar systems) should not only be restricted to those over the age of 18 (the legal gambling age in Australia), but should also carry warning labels specifying the reason for the rating as well.

    While Australia has a reputation for being incredibly heavy-handed with its classification of video games—mostly down to a broken old system from decades past that has since been overhauled (but which still has some drug-related kinks in the pipe)—I think this is a no-brainer?

    I’ve got a nine-year-old son who plays a lot of games, and the extent to which this stuff is rampant inside platforms like Roblox is terrifying. Then consider the popularity of sports games like FIFA and NBA2K, both of which feature extensive focus on what’s basically gambling, and you can see how this is a regulatory (and psychological!) timebomb that just keeps ticking away.

    Here’s the full outline of the bill, which in some cases wouldn’t just restrict the sale of these games, but in some situations just straight up ban them (“RC” means Refused Classification, and games without classification can’t legally be sold here):

    Loot boxes are features of interactive games containing undisclosed items that can be purchased with real currency. They can take the form of a virtual box, crate, prize wheel or similar mechanism and contain a prize or item which may or may not benefit the player. For example, a loot box might contain a particular character, additional play time or access to levels and game maps. As the rewards contained within these loot boxes can offer competitive advantages within the game, they carry significant value for players and may hold resale value.

    By tempting players with the potential to win game-changing items, encouraging risk-taking for possible reward, delivering random prizes on an intermittent basis, and encouraging players to keep spending money, loot boxes give rise to many of the same emotions and experiences associated with poker machines and traditional gambling activities. This is especially concerning as many games which contain these features are popular with adolescents and young adults. Despite this, loot boxes are not currently required to be considered in classification decisions nor are games required to advertise when they contain this feature.

    This bill remedies this by requiring the Classification Board to consider loot boxes when classifying a game. Further, the Board must set a minimum classification of R18+ or RC for games containing this feature, which will restrict children from purchasing and playing these games.

    The amendments also require a warning to be displayed when games contain loot boxes or similar features, so that they can be easily identified by parents and guardians.

    [ad_2]

    Luke Plunkett

    Source link

  • Steam Game Bails On Loot Boxes To Win Back Players

    Steam Game Bails On Loot Boxes To Win Back Players

    [ad_1]

    A character figurine sits on the playfield in Moonbreaker.

    Screenshot: Unknown Worlds Entertainment

    These days it’s rare to see an online game without built-in live-service monetization, let alone one that’s getting rid of that stuff. But that’s exactly what the Subnautica devs behind Moonbreaker are doing. Recently launched in Early Access on Steam, the tabletop RPG is throwing out both its premium paid currency and its loot boxes, and refunding players who have already bought in. Whether the game will remain monetization-free after its full release is a different question.

    “Early Access is a time for us to experiment and improve the game, and the monetization in its current form was affecting that goal,” Unknown Worlds Entertainment, the studio behind Moonbreaker, posted on its blog yesterday (via RPS). “So we’re removing it to focus on making the best game that we can, before we leave Early Access.”

    Revealed during Gamescom 2022, director Charlie Cleveland described Moonbreaker as a “digital miniatures game” inspired by Guardians of the Galaxy and Firefly. Fantasy author Brandon Sanderson (best known for the Mistborn series) was brought on to write, and the D&D-inspired strategy combat looked like an intriguing mashup of Hearthstone and XCOM. Lofty comparisons aside, players have largely been receptive to the game’s mechanics and lore while slamming the microtransactions.

    Moonbreaker is priced at $30, with a “founder’s pack” that raises it to $50. While this includes enough booster boxes for players to unlock most of the game’s units, PvE matches were previously locked behind premium currency, meaning players have to pay or grind to play solo. And as a miniatures game, much of the fantasy revolves around cosmetically customizing units, which also costs money. Most of the negative reviews on the Steam page all cited the free-to-play monetization of a paid game as their biggest issue.

    Pulsars, the game’s paid currency, will now disappear, as well as the paid booster boxes. Players’ purchases will be refunded, and all units will automatically unlock at the start of each new season. “In celebration of this business model change, I’m gonna be purchasing the base game for some friends tomorrow,” one player wrote on Discord following the announcement. “Thanks so much for listening to community feedback and being willing to make big (potentially scary) changes so early on in development.”

    That’s exactly what Early Access is for, and it’s good to see Moonbreaker not only backing off the free-to-play monetization, but also refunding players. That might change in the future, with some players suspecting Unknown Worlds might make the game free-to-play by launch and bring back some form of live-service microtransactions. In the meantime at least, players can enjoy the evolving TTRPG without all the other bullshit. It might even help Moonbreaker win back some of the players who bailed shortly after Early Access began.

    [ad_2]

    Ethan Gach

    Source link