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  • When I was in college and money was tight, I sold the log-in info for my World of Warcraft

  • character.

  • I remember that!

  • Didn't you make like $350?

  • Way to game the system, babe!

  • I thought so, too.

  • But if you add up what it cost me to get there

  • $50 to buy the game, $30 for the expansion pack, $15 a month subscription feeafter

  • a few years of that, I'd sunk around $500 into that one game.

  • Not to mention the countless hours I'd spent leveling up my character.

  • Yikes.

  • Well, at least you were able to mitigate the loss a bit.

  • And you genuinely enjoyed playing it, right?

  • I think soor was I just addicted?

  • Remember when buying a video game meantyou owned it?

  • And you could play the whole thing without spending one more dime?

  • Ah, the good old days!

  • That sales model has been largely replaced by one that asks players to continuously pay

  • money throughout the course of the game.

  • And that economic transition has been very lucrative for the games industry.

  • If you asked an 80s gamer to spend $500-$1000 on a video game, they'd probably choke on

  • their Hawaiian Punch.

  • But today, millions of players do that every year, perhaps without even realizing it.

  • How did we get here?

  • The firstfree-to-playgame was released in South Korea in 1999 and over the next decade,

  • the idea spread across the globe, as developers realized that capturing a large audience could

  • be more valuable than any purchase price--kind of how the rest of the internet works.

  • [facebook, youtube, etc.].

  • Once you have their attention, then you can advertise to them, or sell them little upgrades

  • and cosmetic items in-game.

  • These so-calledmicrotransactionshave been incredibly profitable.

  • Remember Farmville?

  • Thisfreegame was making well over $1 million a day from in-game upgrades and

  • boosts back in 2010.

  • The current free-to-play champ, Fortnite, reportedly brings in over $2 million a day.

  • And according to surveys, 90% of people who play the free online game League of Legends

  • have spent over $1000 each on the game.

  • And remember: unlike material goods, these products cost the company nothing to manufacture.

  • Once the cost of design is offset, it's pure profit.

  • P: So how do these companies pull off this nifty trick of getting people to overspend

  • on something that's technically free?

  • Like most marketing, the strategy is mostly based on exploiting the customers' psychology.

  • First of all, if you want people to keep spending, you need them to keep playing, which means

  • these games have to be open-ended and addictive.

  • Forget beating the final boss or rescuing the princess, now it's all about climbing

  • the leaderboard, raising your level, or expanding your kingdom--objectives that could theoretically

  • go on forever.

  • And the distribution of rewards--like unlocking a new weapon or a bigger castle---has been

  • carefully crafted in look, sound, and timing, to deliver a powerful dopamine rush that players

  • will crave again and again.

  • Developers also know that as much as people like winning, they hate losing more.

  • In economics, this is calledloss aversion,” and it leads people to spend more and more

  • money just to avoid that terrible feeling of being a loser.

  • In Candy Crush, once you run out of moves, you've technically lost.

  • But you can use oneLollypopto get three extra turns.

  • And you've only got a few seconds to decide - hurry before it's too late!

  • This might not seem that different from the earliest days of video games, where players

  • could pump another quarter into the arcade cabinet to keep playing.

  • But at least you could run out of quarters, and have time to rethink your life goals on

  • the way to the change machine.

  • Today, those little arcade cabinets we keep in our pockets are often linked to our bank

  • accounts, so you can keep continuing and continuing until there's nothing left.

  • Quarters also have the advantage of saying exactly how much they're worth, right on

  • the front.

  • Many of today's games require you to convert your money into unfamiliar currencies, like

  • Fortnite's V-bucks or League of Legends' Riot Points.

  • They know people are more likely to spend money if they don't know exactly how much

  • they're spending.

  • The newest innovation in microtransactions seems to be inspired from the casinos of Las

  • Vegas: loot boxes.

  • Instead of selling items outright, some games ask you to buy a mystery box that might contain

  • a super rare level 20 Energy Swordor a worthless stick.

  • Loot Boxes, card-packs and other random-chance items exploit what economists callvariable

  • rate enforcement”.

  • Our brains love unpredictable rewards.

  • Just like with slot machines, the dopamine rush is more intense when the reward is a

  • surprise.

  • So opening a loot box and finding that Hot Pink Top Hat you always wanted can feel more

  • like a win than buying it outright--even if you spent more to get it.

  • Do these strategies work on everyone?

  • No.

  • But they don't have to.

  • A study in 2016 found that almost half of all spending on mobile game microtransactions

  • came from 0.19% of players, with a very small number (known in the industry aswhales”)

  • spending thousands on their favorite games.

  • So, in effect, these companies are okay with most people enjoying their product for free,

  • as long as they can soak a handful of super-addicted gamers.

  • Unfortunately, a lot of thesewhalesturn out to becalves.”

  • (That's what you call a baby whale.)

  • Yep, children are uniquely susceptible to these psychological tricks, probably due to

  • their impulsivity and lack of understanding of what they're actually doing.

  • You've probably heard the horror stories.

  • The 17 year old who racked up $7,500 on his dad's credit card for microtransactions

  • in FIFA '16.

  • Or the 7 year old who spent over $6,000 on Jurassic World for iPad.

  • Game developers typically refuse to refund these charges and still have not done much

  • in the way of child protections.

  • However, there has been some push-back from parents, legislators and gamers alike.

  • EA tweaked its rewards system for the popular Star Wars-themed game Battlefront 2 in response

  • to player criticism.

  • The game heavily advertised Darth Vader and Luke Skywalker as playable characters, but

  • one gamer calculated that unless you're willing to pay for shortcuts, unlocking the

  • characters would require 40 hours of in-game grindingeach.

  • And legislators in states and countries across the world have considered regulating loot

  • boxes like a form of gambling--especially now that secondary markets have sprung up

  • where people can sell the rare contents of those loot boxes for hundreds or thousands

  • of real dollars.

  • And indeed, research has pointed towards a link between the amount one spends on loot

  • boxes and the likelihood of having a gambling problem.

  • If you're a parent, you might consider only buying games for your kids that arePay-Once-and-Play,”

  • or at the very least avoid having any credit card accounts linked to gaming devices.

  • If you are a consumer of video games yourself, remember that enjoying a game is not the same

  • thing as being addicted.

  • And like most non-essential expenses, you should keep track of exactly how much you're

  • spending on it a month.

  • Microtransaction purchases are designed to be impulsive and thoughtless, so just being

  • aware of what you're doing is still the best meta.

  • The best what?

  • Such a noob.

  • Okay stop.

  • And that's our two cents!

When I was in college and money was tight, I sold the log-in info for my World of Warcraft

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無料」ビデオゲームは本当に無料ですか? (Are "Free" Video Games Really Free?)

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    Capalu に公開 2021 年 01 月 14 日
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