2021
Macey, Joseph
A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling
2021, ISBN: 978-952-03-2190-1.
Doctoral thesis Open access
Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods
@phdthesis{Macey2021b,
title = {A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2190-1},
year = {2021},
date = {2021-12-01},
publisher = {Tampere University},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Kinnunen, Jani
Rahat, peli ja rahapelaamisen sosiaaliset palkkiot
2021, ISBN: 978-952-03-2172-7.
Doctoral thesis Open access
Abstract | Links | Tags: Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks
@phdthesis{Kinnunen2021,
title = {Rahat, peli ja rahapelaamisen sosiaaliset palkkiot},
author = {Jani Kinnunen},
url = {https://urn.fi/URN:ISBN:978-952-03-2172-7},
isbn = {978-952-03-2172-7},
year = {2021},
date = {2021-11-26},
abstract = {Rahapelien ja digitaalisten viihdepelien raja on hämärtynyt erityisesti internetissä. Rahapeleihin integroidaan digipeleistä tuttuja ominaisuuksia ja digipeleihin on lisätty rahapeleille ominaisia arpajaiselementtejä. Lisaksi digitaaliseen pelaamiseen on muodostunut uudenlaisia rahastamisen muotoja, jotka edelleen hämärtävät rajaa aiemmin erillään olleiden pelityyppien välillä. Digitaalisten ilmaispelien eli free-to-play- tai F2P-pelien aloittaminen on ilmaista, mutta pelaamisen aikaiseen rahankäyttöön kannustetaan monin eri tavoin. Rahapelejä ja F2P-ilmaispelejä yhdistää se, että niihin voi kuluttaa rahaa ilman ylärajaa pelaamisen aikana.
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.},
keywords = {Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks},
pubstate = {published},
tppubtype = {phdthesis}
}
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.
2020
Alha, Kati
The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing
2020, ISBN: 978-952-03-1774-4.
Doctoral thesis Open access
Abstract | Links | Tags: Attitudes, Augmented reality, Ethics, Evaluation, Experience, Facebook, Free-to-play, Freemium, Future, Game industry, Grossing, Heuristics, Literature review, Metascore, Mobile gaming, Paying, Playability, Pokémon Go, Reviews, Sales, Social games, Social networks, Virtual goods
@phdthesis{Alha2020,
title = {The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing},
author = {Kati Alha},
url = {http://urn.fi/URN:ISBN:978-952-03-1774-4
},
isbn = {978-952-03-1774-4},
year = {2020},
date = {2020-12-11},
abstract = {Free-to-play games have permanently transformed the game industry. Offering a game for free and gaining income through voluntary purchases during gameplay have proven to be the most successful way to gain revenue. Due to the model, more people than ever before play games, and the economic significance of games as business has multiplied. Simultaneously, the model has received a backlash for offering inferior, imbalanced game experiences that take advantage of players, manipulating them into playing and paying.
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.},
keywords = {Attitudes, Augmented reality, Ethics, Evaluation, Experience, Facebook, Free-to-play, Freemium, Future, Game industry, Grossing, Heuristics, Literature review, Metascore, Mobile gaming, Paying, Playability, Pokémon Go, Reviews, Sales, Social games, Social networks, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
Despite the criticism and changes in game experiences, the research on free-to-play games is still heavily focused on economic aspects, with the goal to maximize revenue and find the best practices by which to implement the model. The voices of players are measured mostly through log data or quantitative surveys, while exploratory, qualitative research has been in the minority. The significance of free-to-play games and their connection to our game culture and society are still lacking critical inspection.
This dissertation takes up the challenge by studying free-to-play games from various perspectives through multiple methods, concentrating on qualitative approaches. The work shows the broad view of how and why free-to-play games have become so successful, how they have transformed games, and what problematic aspects are connected to them. The main claims of this dissertation are connected to: 1) the undervaluation of free-to-play games; 2) the unique challenges between money and gameplay experience; 3) the different framings of fairness and equality; 4) the need for transparency and legislation; and 5) the transformative power of free-to-play games on the consumption and creation of games.
The results show that while free-to-play games are played extensively, they are less valued than other games. This is especially true with mobile or casual free-to-play games and is descriptive of how we appraise and evaluate games. The lack of appreciation is connected to the nature of many free-to-play games, which are often never-ending and slow-paced, and offer challenges that differ from other games. The experiences that these games offer are different from the traditional, meritocratic values we have come to expect from games, and especially allowing advancement with money is in direct conflict with these values. The devaluation is shown in how the games are discussed, how they are reviewed (or not reviewed at all) by game journalists, and how they are studied. The players who engage with these games can also be excluded from gaming communities and gaming identities. At the same time, the challenges of the revenue model have resulted in new, creative solutions that bring diversity into game experiences and offer flexible playing for wider audiences.
The ethical issues connected to free-to-play games do need to be taken seriously. Problems connected to a lack of transparency, problematic playing, a resemblance to gambling, marketing to under-aged players, and privacy issues raise valid concerns. While free-to-play companies need to be especially mindful in giving players enough information and to implement tools to prevent accidental purchases and problematic playing, the industry also needs regulation that comes from outside itself. Thus, to create fair and functional legislation, we need academic and industry expertise in the committees doing the legislative work.
Despite the challenges and undervaluation that free-to-play games encounter, it is an indisputable fact that their impact on the game industry and on game consumption is both formidable and irreversible. They therefore deserve our attention and a critical exploration as a legitimate part of game culture. If you do not know free-to-play games, you do not know games.
2019
Alha, Kati
The Imbalanced State of Free-to-Play Game Research: A Literature Review
In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, DiGRA, 2019, ISSN: 2342-9666.
In proceedings Open access
Abstract | Links | Tags: Free-to-play, Freemium, Games, Literature review, Research agendas
@inproceedings{Alha2019b,
title = {The Imbalanced State of Free-to-Play Game Research: A Literature Review},
author = {Kati Alha},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151361},
issn = {2342-9666},
year = {2019},
date = {2019-08-06},
booktitle = {DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix},
publisher = {DiGRA},
abstract = {As free-to-play games have increased their economic value, the research interest on them has increased as well. This article looks at free-to-play game research conducted so far through a systematic literature review and an explorative analysis of the documents included in the review. The results highlight an excessive focus especially on behavioral economic studies trying to maximize the player bases and profits, while other aspects, such as meaningful game experiences, cultural and societal implications, or critical review of the phenomena have been left in the marginal. Based on the review results, this article suggests four future agendas to reinforce the lacking areas of free-to-play game research.},
keywords = {Free-to-play, Freemium, Games, Literature review, Research agendas},
pubstate = {published},
tppubtype = {inproceedings}
}
Harviainen, J. Tuomas; Paavilainen, Janne; Koskinen, Elina
Ayn Rand's Objectivist Ethics Applied to Video Game Business
In: Journal of Business Ethics, vol. 167, iss. 4, pp. 761-774, 2019, ISSN: 0167-4544.
Journal article Open access
Abstract | Links | Tags: Ayn Rand, Business ethics, Free-to-play, Monetization, Video games
@article{Harviainen2019,
title = {Ayn Rand's Objectivist Ethics Applied to Video Game Business},
author = {J. Tuomas Harviainen and Janne Paavilainen and Elina Koskinen},
url = {https://link.springer.com/content/pdf/10.1007/s10551-019-04159-y.pdf},
doi = {10.1007/s10551-019-04159-y},
issn = {0167-4544},
year = {2019},
date = {2019-04-16},
journal = {Journal of Business Ethics},
volume = {167},
issue = {4},
pages = {761-774},
abstract = {This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand’s ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.},
keywords = {Ayn Rand, Business ethics, Free-to-play, Monetization, Video games},
pubstate = {published},
tppubtype = {article}
}
Alha, Kati; Koskinen, Elina; Paavilainen, Janne; Hamari, Juho
Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO
In: Computers in Human Behavior, vol. 93, pp. 114-122, 2019, ISBN: 0747-5632.
Journal article Open access
Abstract | Links | Tags: Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go
@article{Alha2019,
title = {Why Do People Play Location-Based Augmented Reality Games: A Study on Pokémon GO},
author = {Kati Alha and Elina Koskinen and Janne Paavilainen and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201903221408},
doi = {10.1016/j.chb.2018.12.008},
isbn = {0747-5632},
year = {2019},
date = {2019-04-01},
journal = {Computers in Human Behavior},
volume = {93},
pages = {114-122},
abstract = {Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n = 2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player's personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.},
keywords = {Augmented reality games, Free-to-play, Location-based game, Mobile gaming, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
2018
Alha, Kati; Kinnunen, Jani; Koskinen, Elina; Paavilainen, Janne
Free-to-Play Games: Paying Players' Perspective
In: Proceedings of the 22nd International Academic Mindtrek Conference, pp. 49–58, 2018.
In proceedings Open access
Abstract | Links | Tags: Attitudes, Digital games, Ethics, Experience, Free-to-play, In-game purchases
@inproceedings{Alha2018,
title = {Free-to-Play Games: Paying Players' Perspective},
author = {Kati Alha and Jani Kinnunen and Elina Koskinen and Janne Paavilainen},
url = {https://researchportal.tuni.fi/en/publications/free-to-play-games-paying-players-perspective},
doi = {https://doi.org/10.1145/3275116.3275133},
year = {2018},
date = {2018-10-01},
urldate = {2018-10-01},
booktitle = {Proceedings of the 22nd International Academic Mindtrek Conference},
pages = {49–58},
abstract = {This paper investigates the free-to-play revenue model from the perspective of paying players, focusing on high-spenders. As the free-to-play model has proven successful, game developers have increasingly adopted it as their revenue model. At the same time, worrying concerns over the revenue model have been voiced, calling it exploitative, unethical, or simply claiming it to offer poor gameplay experiences. We investigated these concerns by conducting an interview study with 11 players who have spent money on free-to-play games, on their perceptions about free-to-play games, experiences on playing them and paying in them, and opinions on ethical issues in the games. The results shed light on how players themselves experience these games.},
keywords = {Attitudes, Digital games, Ethics, Experience, Free-to-play, In-game purchases},
pubstate = {published},
tppubtype = {inproceedings}
}
Paavilainen, Janne; Korhonen, Hannu; Koskinen, Elina; Alha, Kati
Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics
In: Drachen, Anders; Mirza-Babaei, Pejman; Nacke, Lennart (Ed.): Games User Research, pp. 257–279, 2018, ISBN: 9780198794844.
Book chapter Open access
Abstract | Links | Tags: Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing
@incollection{Paavilainen2018,
title = {Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-play Heuristics},
author = {Janne Paavilainen and Hannu Korhonen and Elina Koskinen and Kati Alha},
editor = {Anders Drachen and Pejman Mirza-Babaei and Lennart Nacke },
url = {https://researchportal.tuni.fi/en/publications/heuristic-evaluation-of-playability-examples-from-social-games-re},
doi = {10.1093/oso/9780198794844.003.0015},
isbn = {9780198794844},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Games User Research},
pages = {257–279},
abstract = {The fierce competition in the video games market and new revenue models such as freeto- play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation are suitable for identifying playability problems in different phases of the game development life cycle. In this chapter, we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.},
keywords = {Free-to-play, Game development, Games user research, Heuristics, Play experience, Playtesting, Social games, User experience, User testing},
pubstate = {published},
tppubtype = {incollection}
}