In-game purchases may seem straightforward, but many mobile games are played by children who may not understand exactly how they work. Some do this by offering an ‘ad-free’ version, while others look for ways to insert ‘microtransactions’ into their games. Most apps, especially the free ones, justifiably look for a way to monetize their product. Have you ever been offered the chance to remove ads by paying a certain price while playing a mobile game on your phone? Or maybe a pop-up ad offered 100 gold bars for a low, low price of $9.99. There are two main models for gaming that involves spending real money. These are the problematic systems at the heart of the current backlash. This means games can react to your progress, serve you ads and offer the opportunity to spend real money - from an instantly accessible payment account - to finish an objective more easily or quickly. The difference with current games is that the majority of them are now connected to the internet. Today, there are so many ways to play games, from handheld consoles to mobile phones to traditional PCs and game systems. You bought a game, put a disc in a console or PC, downloaded the necessary software and played the game from start to finish, taking as much time as you needed. Essentially, the driving force of these two genres are the same: You’re working to do what the game asks of you to complete it. Some games are lighthearted, revolving around solving puzzles, while others are immersive role-playing games that force you to grind for hours completing quests and leveling up your character. As you get further and complete more of the game’s objectives, the story unravels and the challenges get more complex or difficult. Games usually have the same general trajectory, no matter the plot or mechanics: You go through the game and complete challenges. Conversely, how some publishers are aware of this human behavior and are creating games that manipulate these impulses and why some countries are using loot box regulations to fight back. This article discusses the reasons why loot boxes and pay-to-win gaming schemes may be linked with societal issues like addiction more than we realize. It’s true that it’s commonplace in modern gaming, but we’ve been conditioned to view this practice as a minor inconvenience, without any major implications on society. We now barely blink an eye when the gameplay is halted, but it can continue if we make a small purchase to recharge whatever digital currency or energy this game has. Long-gone is the era of getting a full game when you purchase it. Gamers, from the serious console and PC enthusiasts to casual mobile app players, have become accustomed to games offering ways to spend real money to reach certain in-game incentives, so much so that it seems normal. Not so fast, say advocates such as Iowa Senator Josh Hawley, who states, “Social media and video games prey on user addiction, siphoning our kids’ attention from the real world and extracting profits from fostering compulsive habits.” Loot boxes and pay-to-win game structures are a regular part of gaming today, and it seems as though these fixtures are just something we have to learn to live with.
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