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Microtransaction - Wikipedia
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</div> </a> <ul id="toc-Impact-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Criticism_and_regulation" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Criticism_and_regulation"> <div class="vector-toc-text"> <span class="vector-toc-numb">3</span> <span>Criticism and regulation</span> </div> </a> <button aria-controls="toc-Criticism_and_regulation-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle Criticism and regulation subsection</span> </button> <ul id="toc-Criticism_and_regulation-sublist" class="vector-toc-list"> <li id="toc-Legislative_efforts_to_regulate_microtransactions" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Legislative_efforts_to_regulate_microtransactions"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.1</span> <span>Legislative efforts to regulate microtransactions</span> </div> </a> <ul id="toc-Legislative_efforts_to_regulate_microtransactions-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-Psychology_and_ethics" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Psychology_and_ethics"> <div class="vector-toc-text"> <span class="vector-toc-numb">4</span> <span>Psychology and ethics</span> </div> </a> <button aria-controls="toc-Psychology_and_ethics-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle Psychology and ethics subsection</span> </button> <ul id="toc-Psychology_and_ethics-sublist" class="vector-toc-list"> <li id="toc-Psychology" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Psychology"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.1</span> <span>Psychology</span> </div> </a> <ul id="toc-Psychology-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Ethics_of_selling_microtransactions_to_children" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Ethics_of_selling_microtransactions_to_children"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2</span> <span>Ethics of selling microtransactions to children</span> </div> </a> <ul id="toc-Ethics_of_selling_microtransactions_to_children-sublist" class="vector-toc-list"> <li id="toc-Statistics" class="vector-toc-list-item vector-toc-level-3"> <a class="vector-toc-link" href="#Statistics"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2.1</span> <span>Statistics</span> </div> </a> <ul id="toc-Statistics-sublist" class="vector-toc-list"> <li id="toc-Social" class="vector-toc-list-item vector-toc-level-4"> <a class="vector-toc-link" href="#Social"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2.1.1</span> <span>Social</span> </div> </a> <ul id="toc-Social-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Financial" class="vector-toc-list-item vector-toc-level-4"> <a class="vector-toc-link" href="#Financial"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2.1.2</span> <span>Financial</span> </div> </a> <ul id="toc-Financial-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> </ul> </li> </ul> </li> <li id="toc-Data" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Data"> <div class="vector-toc-text"> <span class="vector-toc-numb">5</span> <span>Data</span> </div> </a> <button aria-controls="toc-Data-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle Data subsection</span> </button> <ul id="toc-Data-sublist" class="vector-toc-list"> <li id="toc-Ethics" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Ethics"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.1</span> <span>Ethics</span> </div> </a> <ul id="toc-Ethics-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Revenue" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Revenue"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.2</span> <span>Revenue</span> </div> </a> <ul id="toc-Revenue-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">6</span> <span>See also</span> </div> </a> <ul id="toc-See_also-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-References" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a 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interwiki-ca mw-list-item"><a href="https://ca.wikipedia.org/wiki/Microtransacci%C3%B3" title="Microtransacció – Catalan" lang="ca" hreflang="ca" data-title="Microtransacció" data-language-autonym="Català" data-language-local-name="Catalan" class="interlanguage-link-target"><span>Català</span></a></li><li class="interlanguage-link interwiki-da mw-list-item"><a href="https://da.wikipedia.org/wiki/Mikrotransaktion" title="Mikrotransaktion – Danish" lang="da" hreflang="da" data-title="Mikrotransaktion" data-language-autonym="Dansk" data-language-local-name="Danish" class="interlanguage-link-target"><span>Dansk</span></a></li><li class="interlanguage-link interwiki-de badge-Q70894304 mw-list-item" title=""><a href="https://de.wikipedia.org/wiki/Mikrotransaktion" title="Mikrotransaktion – German" lang="de" hreflang="de" data-title="Mikrotransaktion" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-es mw-list-item"><a href="https://es.wikipedia.org/wiki/Microtransacci%C3%B3n" title="Microtransacción – Spanish" lang="es" hreflang="es" data-title="Microtransacción" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-fa mw-list-item"><a href="https://fa.wikipedia.org/wiki/%D8%B1%DB%8C%D8%B2%D8%AA%D8%B1%D8%A7%DA%A9%D9%86%D8%B4" title="ریزتراکنش – Persian" lang="fa" hreflang="fa" data-title="ریزتراکنش" data-language-autonym="فارسی" data-language-local-name="Persian" class="interlanguage-link-target"><span>فارسی</span></a></li><li class="interlanguage-link interwiki-fr badge-Q70894304 mw-list-item" title=""><a href="https://fr.wikipedia.org/wiki/Microtransaction" title="Microtransaction – French" lang="fr" hreflang="fr" data-title="Microtransaction" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-id mw-list-item"><a href="https://id.wikipedia.org/wiki/Transaksi_mikro_(aplikasi)" title="Transaksi mikro (aplikasi) – Indonesian" lang="id" hreflang="id" data-title="Transaksi mikro (aplikasi)" data-language-autonym="Bahasa Indonesia" data-language-local-name="Indonesian" class="interlanguage-link-target"><span>Bahasa Indonesia</span></a></li><li class="interlanguage-link interwiki-ms mw-list-item"><a href="https://ms.wikipedia.org/wiki/Urus_niaga_mikro" title="Urus niaga mikro – Malay" lang="ms" hreflang="ms" data-title="Urus niaga mikro" data-language-autonym="Bahasa Melayu" data-language-local-name="Malay" class="interlanguage-link-target"><span>Bahasa Melayu</span></a></li><li class="interlanguage-link interwiki-nl mw-list-item"><a href="https://nl.wikipedia.org/wiki/Microtransactie" title="Microtransactie – Dutch" lang="nl" hreflang="nl" data-title="Microtransactie" data-language-autonym="Nederlands" data-language-local-name="Dutch" class="interlanguage-link-target"><span>Nederlands</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E3%82%A2%E3%82%A4%E3%83%86%E3%83%A0%E8%AA%B2%E9%87%91" title="アイテム課金 – Japanese" lang="ja" hreflang="ja" data-title="アイテム課金" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-pl mw-list-item"><a href="https://pl.wikipedia.org/wiki/Mikrop%C5%82atno%C5%9B%C4%87_(gry_komputerowe)" title="Mikropłatność (gry komputerowe) – Polish" lang="pl" hreflang="pl" data-title="Mikropłatność (gry komputerowe)" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-pt mw-list-item"><a href="https://pt.wikipedia.org/wiki/Microtransa%C3%A7%C3%A3o" title="Microtransação – Portuguese" lang="pt" hreflang="pt" data-title="Microtransação" data-language-autonym="Português" data-language-local-name="Portuguese" class="interlanguage-link-target"><span>Português</span></a></li><li class="interlanguage-link interwiki-fi mw-list-item"><a href="https://fi.wikipedia.org/wiki/Mikrotransaktio" title="Mikrotransaktio – Finnish" lang="fi" hreflang="fi" data-title="Mikrotransaktio" data-language-autonym="Suomi" data-language-local-name="Finnish" class="interlanguage-link-target"><span>Suomi</span></a></li><li class="interlanguage-link interwiki-sv mw-list-item"><a href="https://sv.wikipedia.org/wiki/Mikrotransaktioner" title="Mikrotransaktioner – Swedish" lang="sv" hreflang="sv" data-title="Mikrotransaktioner" data-language-autonym="Svenska" data-language-local-name="Swedish" class="interlanguage-link-target"><span>Svenska</span></a></li><li class="interlanguage-link interwiki-zh-yue mw-list-item"><a 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0;text-align:center}.mw-parser-output .ambox .mbox-empty-cell{border:none;padding:0;width:1px}.mw-parser-output .ambox .mbox-image-div{width:52px}@media(min-width:720px){.mw-parser-output .ambox{margin:0 10%}}@media print{body.ns-0 .mw-parser-output .ambox{display:none!important}}</style><table class="box-Excessive_citations plainlinks metadata ambox ambox-style ambox-citation_style" role="presentation"><tbody><tr><td class="mbox-image"><div class="mbox-image-div"><span typeof="mw:File"><span><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/40px-Edit-clear.svg.png" decoding="async" width="40" height="40" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/60px-Edit-clear.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/80px-Edit-clear.svg.png 2x" data-file-width="48" data-file-height="48" /></span></span></div></td><td class="mbox-text"><div class="mbox-text-span">This article <b>may contain an <a href="/wiki/Wikipedia:Citation_overkill" title="Wikipedia:Citation overkill">excessive number of citations</a></b>.<span class="hide-when-compact"> Please help <a href="/wiki/Wikipedia:Citation_overkill#How_to_trim_excessive_citations" title="Wikipedia:Citation overkill">remove low-quality or irrelevant citations</a>.</span> <span class="date-container"><i>(<span class="date">September 2023</span>)</i></span><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <p> <b>Microtransactions</b> (<b>mtx</b>) refers to a <a href="/wiki/Business_model" title="Business model">business model</a> where users can purchase in-game <a href="/wiki/Virtual_goods" title="Virtual goods">virtual goods</a> with <a href="/wiki/Micropayment" title="Micropayment">micropayments</a>. Microtransactions are often used in <a href="/wiki/Free-to-play" title="Free-to-play">free-to-play</a> games to provide a revenue source for the developers. While microtransactions are a staple of the <a href="/wiki/Mobile_app" title="Mobile app">mobile app</a> market, they are also seen on PC software such as <a href="/wiki/Valve_Corporation" title="Valve Corporation">Valve</a>'s <a href="/wiki/Steam_(service)" title="Steam (service)">Steam</a> digital distribution platform, as well as console gaming.<sup id="cite_ref-Chandler_1-0" class="reference"><a href="#cite_note-Chandler-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Ivanov_2-0" class="reference"><a href="#cite_note-Ivanov-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> </p><p>Free-to-play games that include a microtransaction model are sometimes referred to as "<a href="/wiki/Freemium" title="Freemium">freemium</a>". Another term, "<a href="/wiki/Pay-to-win" class="mw-redirect" title="Pay-to-win">pay-to-win</a>", is sometimes used pejoratively to refer to games where purchasing items in-game can give a player an advantage over other players, particularly if the items cannot be obtained through free means.<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack the skill or available time to earn these through regular game play. Also, presumably the game developer's marketing strategy is that in the long term, the revenue from a micro transaction system will outweigh the revenue from a one-time-purchase game. </p><p><a href="/wiki/Loot_box" title="Loot box">Loot boxes</a> are another form of microtransactions. Through purchasing a loot box, the player acquires a seemingly random assortment of items. Loot boxes result in high revenues because instead of a one-time purchase for the desired item, users may have to buy multiple boxes. This method has also been called a form of underage <a href="/wiki/Gambling" title="Gambling">gambling</a>. Items and features available by microtransaction can range from cosmetic (such as decorative character attire) to functional (such as weapons and items). Some games allow players to purchase items that can be acquired through normal means, but some games include items that can only be obtained through microtransaction. Some developers<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> ensure that only cosmetic items are accessible this way to keep gameplay fair and stable. </p><p>The reasons why people, especially children, continue to pay for microtransactions are embedded in human <a href="/wiki/Psychology" title="Psychology">psychology</a>.<sup id="cite_ref-:5_5-0" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> There has been considerable discussion over microtransactions and their effects on children, as well as <a href="/wiki/Loot_box#Regulation_and_legislation" title="Loot box">regulation and legislation efforts</a>. Microtransactions are most commonly provided through a custom store interface placed inside the app for which the items are being sold. <a href="/wiki/Apple_Inc." title="Apple Inc.">Apple</a> and <a href="/wiki/Google" title="Google">Google</a> both provide frameworks for initiating and processing transactions, and both take 30 percent of all revenue generated by microtransactions sold through in-app purchases in their respective <a href="/wiki/App_store" title="App store">app stores</a>.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="History">History</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=1" title="Edit section: History"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Initially, microtransactions in games took the form of exchanging real-life money for the <a href="/wiki/Virtual_goods" title="Virtual goods">virtual currency</a> used in the game that the user was playing. The arcade game <i><a href="/wiki/Double_Dragon_3:_The_Rosetta_Stone" title="Double Dragon 3: The Rosetta Stone">Double Dragon 3: The Rosetta Stone</a></i> (1990) was infamous for its use of microtransactions to purchase items in the game. It had shops where players would insert coins into <a href="/wiki/Arcade_machines" class="mw-redirect" title="Arcade machines">arcade machines</a> to purchase upgrades, <a href="/wiki/Power-ups" class="mw-redirect" title="Power-ups">power-ups</a>, health, weapons, special moves, and <a href="/wiki/Player_characters" class="mw-redirect" title="Player characters">player characters</a>.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> The microtransaction revenue model gained popularity in South Korea with the success of <a href="/wiki/Nexon" title="Nexon">Nexon</a>'s online <a href="/wiki/Free-to-play" title="Free-to-play">free-to-play</a> games, starting with <i><a href="/wiki/QuizQuiz" class="mw-redirect" title="QuizQuiz">QuizQuiz</a></i> (1999),<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> followed by games such as <i><a href="/wiki/MapleStory" title="MapleStory">MapleStory</a></i> (2003), <i><a href="/wiki/Mabinogi_(video_game)" title="Mabinogi (video game)">Mabinogi</a></i> (2004), and <i><a href="/wiki/Dungeon_Fighter_Online" title="Dungeon Fighter Online">Dungeon Fighter Online</a></i> (2004).<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> </p><p>Notable examples of games that used this model in the early 2000s include the social networking site <i><a href="/wiki/Habbo_Hotel" class="mw-redirect" title="Habbo Hotel">Habbo Hotel</a></i> (2001), developed by the Finnish company <a href="/wiki/Sulake" title="Sulake">Sulake</a>, and <a href="/wiki/Linden_Lab" title="Linden Lab">Linden Lab</a>'s 2003 virtual world game <i><a href="/wiki/Second_Life" title="Second Life">Second Life</a></i>. Both free games allow users to customize the clothing and style of their characters; buy and collect furniture; and purchase special, "flashy" animations to show off to others using some type of virtual currency.<sup id="cite_ref-:0_12-0" class="reference"><a href="#cite_note-:0-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> <i>Habbo Hotel</i> uses three different kinds of currency: Credits (or coins), Duckets (which are earned through accomplishing specific achievements during gameplay), and Diamonds. Diamonds are only obtained through buying Credits with real-life money. In <i>Second Life</i>, the Linden Dollar (L$) is the virtual currency used to power the game's internal economy. L$ can be bought with real money through a marketplace developed by Linden Lab themselves, LindeX. <i>Second Life</i> in particular has generated massive amounts of economic activity and profits for both Linden Lab and <i>Second Life</i><span class="nowrap" style="padding-left:0.1em;">'</span>s users. In September 2005, $3,596,674 worth of transactions were processed on the platform.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> Both games are still active today. </p> <figure class="mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Oblivion%E2%80%94Horse_Armor.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/en/thumb/0/01/Oblivion%E2%80%94Horse_Armor.jpg/300px-Oblivion%E2%80%94Horse_Armor.jpg" decoding="async" width="300" height="168" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/0/01/Oblivion%E2%80%94Horse_Armor.jpg 1.5x" data-file-width="400" data-file-height="224" /></a><figcaption>The content of the "Horse Armor" package was generally seen as meager, inspiring some to complain of its <a href="/wiki/United_States_dollar" title="United States dollar">US$</a>2.50 price.</figcaption></figure> <p><i><a href="/wiki/The_Elder_Scrolls_IV:_Oblivion" title="The Elder Scrolls IV: Oblivion">The Elder Scrolls IV: Oblivion</a></i> was released in March 2006 by <a href="/wiki/Bethesda_Softworks" title="Bethesda Softworks">Bethesda Softworks</a>. From April 2006 onwards, Bethesda began releasing small, <a href="/wiki/Downloadable_content" title="Downloadable content">downloadable packages of content</a> from their website and over the <a href="/wiki/Xbox_Live_Marketplace" class="mw-redirect" title="Xbox Live Marketplace">Xbox Live Marketplace</a>, for the equivalent of between one and three <a href="/wiki/United_States_dollar" title="United States dollar">US dollars</a>.<sup id="cite_ref-downloads_14-0" class="reference"><a href="#cite_note-downloads-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> The first package, a set of horse armor (<a href="/wiki/Barding" title="Barding">barding</a>) for <i>Oblivion</i><span class="nowrap" style="padding-left:0.1em;">'</span>s steeds, was released on April 3, 2006, costing 200 <a href="/wiki/Microsoft_Points" title="Microsoft Points">Marketplace points</a>, equivalent to <a href="/wiki/United_States_dollar" title="United States dollar">US$</a>2.50<sup id="cite_ref-HRSRMR_15-0" class="reference"><a href="#cite_note-HRSRMR-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> or £1.50;<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> the corresponding PC release cost was US$1.99.<sup id="cite_ref-NOBAOP_17-0" class="reference"><a href="#cite_note-NOBAOP-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> Bethesda offered no rationale for the price discrepancy.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> These were not the first <i>Oblivion</i>-related Marketplace releases (the first was a series of dashboard themes and picture packs released prior to <i>Oblivion</i>'s publication, in February 2006, for a nominal fee<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup>) nor were they entirely unexpected: Bethesda had previously announced their desire to support the Xbox release with downloadable Marketplace content,<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> and other publishers had already begun to release similar packages for their games, at similar prices. A November 2005-release of a "Winter Warrior Pack" for <i><a href="/wiki/Kameo:_Elements_of_Power" class="mw-redirect" title="Kameo: Elements of Power">Kameo: Elements of Power</a></i> was also priced at 200 Marketplace points,<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> and similar content additions had been scheduled for <i><a href="/wiki/Project_Gotham_Racing_3" title="Project Gotham Racing 3">Project Gotham Racing 3</a></i> and <i><a href="/wiki/Perfect_Dark_Zero" title="Perfect Dark Zero">Perfect Dark Zero</a></i>.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> Indeed, Marketplace content additions formed a significant part of a March 2006 Microsoft announcement regarding the future of <a href="/wiki/Xbox_Live" class="mw-redirect" title="Xbox Live">Xbox Live</a>. "Downloadable in-game content is a main focus of Microsoft's strategy heading into the next-gen console war", stated one <a href="/wiki/GameSpot" title="GameSpot">GameSpot</a> reporter.<sup id="cite_ref-HRSRMR_15-1" class="reference"><a href="#cite_note-HRSRMR-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> "With more consoles on their way to retail, 80 games available by June, and new content and experiences coming to Xbox Live all the time, there has never been a better time to own an Xbox 360", announced <a href="/wiki/Peter_Moore_(business)" class="mw-redirect" title="Peter Moore (business)">Peter Moore</a>.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> Nonetheless, although <a href="/wiki/Xbox_Live_Arcade" title="Xbox Live Arcade">Xbox Live Arcade</a> games, picture packs, <a href="/wiki/Xbox_360_Dashboard" class="mw-redirect" title="Xbox 360 Dashboard">dashboards</a> and profile themes continued to be a Marketplace success for Microsoft, the aforementioned in-game content remained sparse.<sup id="cite_ref-HRSRMR_15-2" class="reference"><a href="#cite_note-HRSRMR-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> Pete Hines asserted, "We were the first ones to do downloadable content like that – some people had done similar things, but no one had really done additions where you add new stuff to your existing game." There was no pressure from Microsoft to make the move.<sup id="cite_ref-SCRUP_24-0" class="reference"><a href="#cite_note-SCRUP-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> </p><p>The horse armor content sold relatively poorly, ranking ninth out of ten in DLC sales for <i>Oblivion</i> by 2009.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> Despite this, <i>Oblivion</i><span class="nowrap" style="padding-left:0.1em;">'s</span> horse armor became a model for many games that followed for implementing microtransactions in video games, and is considered the first primary example and often synonymous for microtransactions.<sup id="cite_ref-usgamer_history_26-0" class="reference"><a href="#cite_note-usgamer_history-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> </p><p>In June 2008 <a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a> introduced an online Store for <i><a href="/wiki/The_Sims_2" title="The Sims 2">The Sims 2</a></i>.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> It allowed players to purchase points that can be spent on in-game items. The Store has also been a part of <i><a href="/wiki/The_Sims_3" title="The Sims 3">The Sims 3</a></i> since the game's release.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> In <i><a href="/wiki/The_Sims_4" title="The Sims 4">The Sims 4</a></i> Electronic Arts removed the ability to buy single items, instead downloadable content is provided exclusively via expansion packs.<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> </p><p>In the late 2000s and early 2010s, games like <a href="/wiki/Facebook" title="Facebook">Facebook</a>'s <i><a href="/wiki/FarmVille" title="FarmVille">FarmVille</a></i> (2009), <a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a>'s <i><a href="/wiki/The_Simpsons:_Tapped_Out" title="The Simpsons: Tapped Out">The Simpsons: Tapped Out</a></i> (2012) and <a href="/wiki/Supercell_(video_game_company)" class="mw-redirect" title="Supercell (video game company)">Supercell</a>'s <i><a href="/wiki/Clash_of_Clans" title="Clash of Clans">Clash of Clans</a></i> (2012) pioneered a new approach to implanting microtransactions into games. In conjunction with having virtual currency be used to purchase items, tools, furniture, and animals, these mobile games made it so users can purchase currency and then use that currency to reduce or eliminate the wait times attached to certain actions, like planting and growing carrots or collecting taxes from the townspeople.<sup id="cite_ref-:0_12-1" class="reference"><a href="#cite_note-:0-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> </p><p>In March 2009 the <a href="/wiki/Ultimate_Team" title="Ultimate Team">Ultimate Team</a> game mode was introduced in <i><a href="/wiki/FIFA_09" title="FIFA 09">FIFA 09</a></i> in which gamers can buy "packs" containing items such as players, stadiums and contract extensions with currency earned by playing the game or real world money.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> EA followed this success by introducing the game mode to <a href="/wiki/Madden_NFL" title="Madden NFL">Madden NFL</a> beginning with <i><a href="/wiki/Madden_NFL_10" title="Madden NFL 10">Madden NFL 10</a></i> in January 2010. In March 2014 EA marked the fifth anniversary of Ultimate Team and shared statistics showing the explosive growth in popularity of the game mode.<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> By the late 2010s, Ultimate Team was generating billions of dollars every year.<sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> </p><p>From around 2017, another major transition in how microtransactions are implemented in games occurred. "<a href="/wiki/Games_as_a_service" title="Games as a service">Live-service</a>" games, like <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>'s <i><a href="/wiki/Fortnite" title="Fortnite">Fortnite</a></i>, with constantly changing and updating content, became more prevalent in the video game market. These types of games heavily employ the use of the loot box microtransaction type. According to the September 2019 report by the <a href="/wiki/Parliament_of_the_United_Kingdom" title="Parliament of the United Kingdom">UK Parliament</a>'s <a href="/wiki/House_of_Commons_of_the_United_Kingdom" title="House of Commons of the United Kingdom">House of Commons</a> and the <a href="/wiki/Digital,_Culture,_Media_and_Sport_Committee" class="mw-redirect" title="Digital, Culture, Media and Sport Committee">Digital, Culture, Media and Sport Committee</a>, they define loot boxes as "... items in video games that may be bought for real-world money, but which provide players with a randomised reward of uncertain value."<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> The widespread usage of loot boxes by game developers and publishers have garnered a great amount of criticism from gamers in the past decade. Game developing corporations, like Electronic Arts (EA) and <a href="/wiki/Activision_Blizzard" title="Activision Blizzard">Activision Blizzard</a>, make billions of dollars through the purchase of their microtransactions. In FY2017, EA raked in around $1.68 billion and Activision Blizzard earned over $4 billion respectively.<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> </p><p>The aforementioned <i>Fortnite</i> is an example of a microtransaction model in which all purchases are solely cosmetic: players can choose to purchase "skins" (cosmetic changes to the way characters, weapons, and vehicles look) to show off to other players. However, a player can experience all the content of the game and be on an even playing field without purchasing any microtransactions because no feature or gameplay-affecting piece of content is locked behind a payment.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> These games still occasionally take accusations of being "pay-to-win" as combat-focused video games, such as <i><a href="/wiki/Apex_Legends" title="Apex Legends">Apex Legends</a></i> or <i><a href="/wiki/Call_of_Duty:_Warzone" title="Call of Duty: Warzone">Call of Duty: Warzone</a></i>, offer skins that are inspired by real-world military equipment – often including <a href="/wiki/Camouflage" title="Camouflage">camouflage</a> – which technically can give players an advantage by obscuring them to human opponents.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Impact">Impact</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=2" title="Edit section: Impact"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p><a href="/wiki/Mobile_web_analytics" title="Mobile web analytics">Mobile web analytics</a> company <a href="/wiki/Flurry_(company)" title="Flurry (company)">Flurry</a> reported on July 7, 2011, that based on its research, the revenue from free-to-play games had overtaken revenue from premium games that earn revenue through traditional means in Apple's App Store, for the top 100 grossing games when comparing the results for the months of January and June 2011. It used data that it analyzed through 90,000 apps that installed the company's software in order to roughly determine the amount of revenue generated by other popular apps. They discovered that free games represented 39% of the total revenue from January, and that the number jumped to 65% by June, helped in part by the fact that over 75% of the 100 top grossing apps are games. This makes free-to-play the single most dominant business model in the mobile apps industry. They also learned that the number of people that spend money on in-game items in free-to-play games ranges from 0.5% to 6%, depending on a game's quality and <a href="/wiki/Game_mechanics" title="Game mechanics">mechanics</a>. Even though this means that a large number of people will never spend money in a game, it also means that the people that do spend money could amount to a sizeable number because the game was given away for free.<sup id="cite_ref-overtakes_40-0" class="reference"><a href="#cite_note-overtakes-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup> </p><p>A later study found that over 92% of revenue generated on <a href="/wiki/Android_(operating_system)" title="Android (operating system)">Android</a> and <a href="/wiki/IOS" title="IOS">iOS</a> in 2013 came from free-to-play games such as <i><a href="/wiki/Candy_Crush_Saga" title="Candy Crush Saga">Candy Crush Saga</a></i>.<sup id="cite_ref-recode.net_41-0" class="reference"><a href="#cite_note-recode.net-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> </p><p><a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a> Corporate Vice-President <a href="/wiki/Peter_Moore_(business)" class="mw-redirect" title="Peter Moore (business)">Peter Moore</a> speculated in June 2012 that within 5 to 10 years, all games will have transitioned to the microtransaction model.<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> Tommy Palm of King (<i>Candy Crush Saga</i>) expressed in 2014 his belief that all games will eventually be free-to-play.<sup id="cite_ref-recode.net_41-1" class="reference"><a href="#cite_note-recode.net-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> According to Ex-<a href="/wiki/BioWare" title="BioWare">BioWare</a> developer Manveer Heir in a 2017 interview, microtransactions have become a factor in what types of games are planned for production.<sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> </p><p><a href="/wiki/Free-to-play" title="Free-to-play">Free-to-play</a> coupled with microtransactions may be used as a response to piracy. An example of this is the mobile game <i><a href="/wiki/Dead_Trigger" title="Dead Trigger">Dead Trigger</a></i> switching to a free-to-play model due to a high rate of piracy.<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup> While microtransactions are considered a more robust and difficult to circumnavigate than <a href="/wiki/Digital_rights_management" title="Digital rights management">digital rights management</a>, in some cases they can be circumvented. In 2012, a server was created by a Russian developer, which provided falsified authentication for iOS in-app purchases. This allowed users to obtain features requiring a microtransaction without paying.<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup> </p><p>Consumer organizations have criticized that some video games do not describe adequately that these purchases are made with real currency rather than <a href="/wiki/Virtual_currency" title="Virtual currency">virtual currency</a>. Also, some platforms do not require passwords to finalize a microtransaction. This has resulted in consumers getting unexpectedly high bills, often referred to as a "<a href="/wiki/Bill_shock" title="Bill shock">bill shock</a>".<sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Criticism_and_regulation">Criticism and regulation</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=3" title="Edit section: Criticism and regulation"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1236090951">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}@media print{body.ns-0 .mw-parser-output .hatnote{display:none!important}}</style><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/Loot_box#Regulation_and_legislation" title="Loot box">Loot box § Regulation and legislation</a></div> <p>In the mid and late 2010s, people became increasingly aware of how microtransactions operate in games, and they have become much more critical of their usage. The commonly cited issues of microtransactions from gamers are: </p> <ul><li>Loot box rewards are determined by random chance and percentages, plus they can directly influence gameplay via the items they bestow.<sup id="cite_ref-:1_47-0" class="reference"><a href="#cite_note-:1-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup></li> <li>They sometimes cost too much money for what they are worth. For example, a bundle of 50 loot boxes in <a href="/wiki/Blizzard_Entertainment" title="Blizzard Entertainment">Blizzard</a>'s first-person shooter game <i><a href="/wiki/Overwatch_(video_game)" title="Overwatch (video game)">Overwatch</a></i> costs $39.99.<sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup></li> <li>They may facilitate <a href="/wiki/Gambling" title="Gambling">gambling</a> behaviours in people already suffering from gambling issues. Plus, they can make people overspend money on the game, whether or not they are able to do so.<sup id="cite_ref-49" class="reference"><a href="#cite_note-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup></li> <li>Games with loot boxes, like <i>FIFA</i>, can become "<a href="/wiki/Pay-to-win" class="mw-redirect" title="Pay-to-win">pay-to-win</a>" (in order to advance past certain points, or to become the best in the game, it is virtually required to pay real money to receive in-game currency to purchase items or to pay for bigger and better items directly).<sup id="cite_ref-:1_47-1" class="reference"><a href="#cite_note-:1-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup></li> <li>Microtransactions in games that are not <a href="/wiki/Free-to-play" title="Free-to-play">free-to-play</a> means that gamers are paying more money after already paying to experience the full game.<sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup></li></ul> <div class="mw-heading mw-heading3"><h3 id="Legislative_efforts_to_regulate_microtransactions">Legislative efforts to regulate microtransactions</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=4" title="Edit section: Legislative efforts to regulate microtransactions"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The implementation of microtransactions and the subsequent backlash from gamers and the gaming media have caused governments from all around the world to look into these games and their microtransaction mechanics. In April 2018, the Netherlands and Belgium banned the sale of microtransactions in games sold in their countries.<sup id="cite_ref-51" class="reference"><a href="#cite_note-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-:2_52-0" class="reference"><a href="#cite_note-:2-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> The specific games Belgium looked closer at were EA's <i><a href="/wiki/Star_Wars_Battlefront_II_(2017_video_game)" title="Star Wars Battlefront II (2017 video game)">Star Wars Battlefront II</a></i> (2017) and <i><a href="/wiki/FIFA_18" title="FIFA 18">FIFA 18</a></i>, <i>Overwatch</i>, and <i><a href="/wiki/Counter-Strike:_Global_Offensive" title="Counter-Strike: Global Offensive">Counter-Strike: Global Offensive</a></i> developed by Valve.<sup id="cite_ref-:2_52-1" class="reference"><a href="#cite_note-:2-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> All of those game's microtransactions, except for <i>Star Wars Battlefront II</i> which removed their gameplay-altering microtransactions in March 2018 (but kept cosmetic microtransactions) due to players calculating that it would take over 48 hours of playing to obtain Luke Skywalker and then complaining about this extreme threshold to unlock popular characters to EA, have been determined to be "games of chance" by the Belgian government.<sup id="cite_ref-:2_52-2" class="reference"><a href="#cite_note-:2-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> As such, they are highly regulated by the Belgian government under their gambling laws.<sup id="cite_ref-:2_52-3" class="reference"><a href="#cite_note-:2-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> </p><p>Games would have to remove their microtransactions in order for it to be sold in their country. If the game companies don't comply, then Belgium's government said that it will enact "a prison sentence of up to 5 years and a fine of up to 800,000 euros".<sup id="cite_ref-:2_52-4" class="reference"><a href="#cite_note-:2-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> While most game publishers agreed to modify their games' loot boxes in accordance with governmental laws, or otherwise as a result of negative reactions, others, such as Electronic Arts, have contested that they do not constitute as gambling. However, EA eventually complied with the Belgian government's declaration and made it so players in Belgium can not purchase FIFA Points, the premium (obtained by buying it with real money) in-game currency used in <i>FIFA</i><span class="nowrap" style="padding-left:0.1em;">'</span>s "Ultimate Team" game mode.<sup id="cite_ref-54" class="reference"><a href="#cite_note-54"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup> Professional <i>FIFA</i> players in Belgium were disappointed because not being able to buy FIFA Points makes it harder for them to compete and succeed in the <i><a href="/wiki/FIFA_Global_Series" class="mw-redirect" title="FIFA Global Series">FIFA Global Series</a></i> and the EA-sponsored e-sports competition for <i>FIFA</i> games, showing just how "pay-to-win" they feel FIFA Ultimate Team is.<sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup> </p><p>In the United States, there have been some calls to introduce legislation to regulate microtransactions in video games, whether on mobile, <a href="/wiki/Video_game_console" title="Video game console">consoles</a>, or PC, and numerous attempts have been made recently to pass such legislation. In November 2017, <a href="/wiki/Hawaii" title="Hawaii">Hawaii</a> representatives <a href="/wiki/Chris_Lee_(Hawaii_politician)" title="Chris Lee (Hawaii politician)">Chris Lee</a> and Sean Quinlan, during a news conference, explained how loot boxes and microtransactions prey on children and that they are working to introduce bills into their state's house and senate.<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup> A few months later, in February 2018, they successfully put four bills onto the floor of Hawaii State Legislature.<sup id="cite_ref-:3_57-0" class="reference"><a href="#cite_note-:3-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> Two of those bills would make it so games containing loot boxes can not be sold to people under the age of 21, and the other two would force game publishers to put labels on the case of their games that have loot boxes in them, as well as make them be transparent about the item drop rates for the rewards in their game's loot boxes.<sup id="cite_ref-:3_57-1" class="reference"><a href="#cite_note-:3-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> However, all four bills failed to pass through the Hawaii State Legislature in March 2018.<sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup> In May 2019, Republican Senator <a href="/wiki/Josh_Hawley" title="Josh Hawley">Josh Hawley</a> of <a href="/wiki/Missouri" title="Missouri">Missouri</a> introduced a bill named "The Protecting Children from Abusive Games Act" to ban loot boxes and pay-to-win microtransactions in games played by minors, using similar conditions previously outlined in the <a href="/wiki/Children%27s_Online_Privacy_Protection_Act" title="Children's Online Privacy Protection Act">Children's Online Privacy Protection Act</a>.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup> The bill received some bi-partisan support in the form of two co-sponsors from Democrats <a href="/wiki/Richard_Blumenthal" title="Richard Blumenthal">Richard Blumenthal</a> of <a href="/wiki/Connecticut" title="Connecticut">Connecticut</a> and <a href="/wiki/Ed_Markey" title="Ed Markey">Ed Markey</a> of <a href="/wiki/Massachusetts" title="Massachusetts">Massachusetts</a>.<sup id="cite_ref-61" class="reference"><a href="#cite_note-61"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup> </p><p>The United Kingdom has also been closely observing microtransactions, especially loot boxes, and their effects on children. A major report by the UK <a href="/wiki/Parliament_of_the_United_Kingdom" title="Parliament of the United Kingdom">Parliament</a>'s <a href="/wiki/House_of_Commons_of_the_United_Kingdom" title="House of Commons of the United Kingdom">House of Commons</a> and the <a href="/wiki/Digital,_Culture,_Media_and_Sport_Committee" class="mw-redirect" title="Digital, Culture, Media and Sport Committee">Digital, Culture, Media, and Sport Committee</a>, released in September 2019, called for the banning or regulation of microtransactions and loot boxes to children as well as having the games industry to take up more responsibility with regards to protecting players from the harms of microtransactions that simulate gambling.<sup id="cite_ref-62" class="reference"><a href="#cite_note-62"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> Specifically, the committee's conclusion is that microtransactions should be classified as gambling in the UK and therefore subject to current gambling and age-restriction laws.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup> In October 2019, the <a href="/wiki/Children%27s_Commissioner_for_England" title="Children's Commissioner for England">Children's Commissioner for England</a>, which promotes and protects children's rights, released a report describing the experiences, thoughts, and effects, positive and negative, of gaming on children ages 10–16. Within the report, some of the children directly stated to the interviewers that the microtransactions and loot boxes that they encounter and subsequently buy, are just like gambling.<sup id="cite_ref-:42_64-0" class="reference"><a href="#cite_note-:42-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> The report concludes that showing the odds and percentages of certain microtransactions to players does not go far enough and does not actually solve the problem.<sup id="cite_ref-:42_64-1" class="reference"><a href="#cite_note-:42-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> </p><p>Instead, they suggest that certain new features to protect children should be implemented in all games featuring microtransactions, like showing the all-time spending on a child's in-game account and having limits on the amount someone can spend daily.<sup id="cite_ref-:42_64-2" class="reference"><a href="#cite_note-:42-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> Additionally, they push for game developers and publishers to stop pressuring children to spend money on microtransactions in their games in order to progress through the game and for Parliament to change their current gambling laws to declare loot boxes as gambling and subject to gambling laws.<sup id="cite_ref-:42_64-3" class="reference"><a href="#cite_note-:42-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Psychology_and_ethics">Psychology and ethics</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=5" title="Edit section: Psychology and ethics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Alongside questioning the legality of the extensive use of microtransactions, some gamers have also questioned the morality and ethics of selling microtransactions, especially to children. Researchers have studied the natural psychology behind both the selling and purchase of microtransactions. </p> <div class="mw-heading mw-heading3"><h3 id="Psychology">Psychology</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=6" title="Edit section: Psychology"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>According to a post made by Gabe Duverge on the Touro University Worldwide (TUW) website, <a href="/wiki/Impulse_buying" class="mw-redirect" title="Impulse buying">impulse buying</a> is a significant part of the psychology behind people buying microtransactions.<sup id="cite_ref-:5_5-1" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Essentially, many games, especially in the realm of <a href="/wiki/Mobile_game" title="Mobile game">mobile games</a> and the "<a href="/wiki/Free-to-play" title="Free-to-play">free-to-play</a>" market, force a decision from the player to keep playing or not via a limited time pop-up on the screen that tells them that if they pay a certain amount of money (usually about 99 cents or a dollar), they can keep playing where they left off.<sup id="cite_ref-:5_5-2" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> This is another type of microtransaction and it has become increasingly common in the mobile games sphere as of late. Another psychological aspect that is used to get players to continue playing and buying microtransactions is called <a href="/wiki/Loss_aversion" title="Loss aversion">loss aversion</a>.<sup id="cite_ref-:5_5-3" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> When a player continues to lose over and over again, they begin to crave the dopamine-filled, positive feelings that they feel when they win.<sup id="cite_ref-:5_5-4" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> As such, they become more inclined to spend money for items that will help them achieve that elusive win.<sup id="cite_ref-:5_5-5" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Then when they do win, the player attributes their win with the item that they just bought, making it more likely that they will spend money whenever the player gets on a losing streak, and so the cycle continues on.<sup id="cite_ref-:5_5-6" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Ethics_of_selling_microtransactions_to_children">Ethics of selling microtransactions to children</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=7" title="Edit section: Ethics of selling microtransactions to children"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>During the past two decades, gaming has emerged as one of the top options children go to as a means of alleviating boredom. In an August 2019 report conducted by <i>Parent Zone</i> in the UK, they studied and gathered data directly from children between the ages of 10–16 years old about their experiences with online gaming and the microtransactions that the games that they play hold, as well as ask about how the microtransactions in these games have affected them (and/or their parents) socially and financially. A growing number of parents of children aged 5 to 15 years old are now concerned that their children could be pressured to perform microtransactions online.<sup id="cite_ref-65" class="reference"><a href="#cite_note-65"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading4"><h4 id="Statistics">Statistics</h4><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=8" title="Edit section: Statistics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>According to the <i>Parent Zone</i> study, in the United Kingdom, 97% of males and 90% of females aged 10–16 years old play video games.<sup id="cite_ref-:6_66-0" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> About 93% of people 10–16 years old in the United Kingdom have played video games, with many playing games that utilize an <a href="/wiki/Internet" title="Internet">Internet</a> connection.<sup id="cite_ref-:6_66-1" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Many online games targeting younger audiences may include microtransactions. The primary items bought by children in these games are largely cosmetic items, specifically "skins", which modify the appearance of the in-game player. </p><p>In the case of <i>Fortnite</i>, many of the outfits and other cosmetics are locked behind a "<a href="/wiki/Battle_pass" title="Battle pass">battle pass</a>" that the player must pay for. A "battle pass" is a tiered system where the player buys the pass and must unlock the tiers on their own. By completing challenges and other missions, they earn in-game items like outfits, emotes (special animations used to taunt opponents, celebrate victories, dance, and show-off), and other cosmetics. It is about $9.50 (or 950 of <i>Fortnite</i><span class="nowrap" style="padding-left:0.1em;">'</span>s in-game virtual currency, V-Bucks), but the player can also pay about $28 (or 2,800 V-Bucks) instead to unlock the battle pass and they automatically complete the first 25 tiers (out of 100 tiers) of it.<sup id="cite_ref-67" class="reference"><a href="#cite_note-67"><span class="cite-bracket">[</span>67<span class="cite-bracket">]</span></a></sup> </p><p>A majority of the children surveyed feel that these kinds of microtransaction systems in their online games are complete rip-offs.<sup id="cite_ref-:6_66-2" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> 76% of them also believe that these online games purposely try to squeeze as much money as possible from them when they play the game.<sup id="cite_ref-:6_66-3" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> About half of the children expressed that they need to spend money on the game in order for it to be fun to them; this is due to many of these games' features, which are modes that the children want to play and experience, being locked behind microtransaction <a href="/wiki/Paywall" title="Paywall">paywalls</a>.<sup id="cite_ref-:6_66-4" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> As such, there is a large gap between the gaming experiences that non-paying players have and the experiences that paying players have.<sup id="cite_ref-:6_66-5" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> </p><p>Some other statistics and thoughts regarding loot boxes specifically were also collected from the children. Out of the 60% of children that know about loot boxes, a majority (91%) stated that the online games they play contain loot boxes in them, 59% of them would rather pay for in-game content individually and directly instead of through a collective and randomized loot box, and 44% believe that if loot boxes were eliminated from their online games the games would actually be a lot better.<sup id="cite_ref-:6_66-6" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Plus, 40% of the children who played a game with loot boxes in them paid for one, too.<sup id="cite_ref-:6_66-7" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Overall, the report stated that of the children who were generally unhappy with the games they paid for or were gifted, 18% felt that way because certain features had to be bought after paying for the game already, effectively making is so they had to pay more than the normal, full-price of the game in order to play the full game.<sup id="cite_ref-:6_66-8" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> The game was simply just not worth paying for to 35% of the unsatisfied children and 18% of them also felt that in-game microtransactions were not worth paying for either.<sup id="cite_ref-:6_66-9" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Ultimately, children feel that spending money on microtransactions has become the norm and an expectation when playing modern video games.<sup id="cite_ref-:4_68-0" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading5"><h5 id="Social">Social</h5><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=9" title="Edit section: Social"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>For many children, the excitement felt when opening loot boxes, packs, and obtaining items through microtransactions is very <a href="/wiki/Gambling_addiction" class="mw-redirect" title="Gambling addiction">addictive</a>.<sup id="cite_ref-:4_68-1" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> Opening these random boxes without knowing what is inside, to them, is similar to opening a present. The excitement and suspense is amplified when the experience is felt alongside friends.<sup id="cite_ref-:4_68-2" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> In the UK Children's Commissioner's report, the children who played <i>FIFA</i> feel that opening player packs are a game within the game. To them, opening packs creates variety because they can play some <a href="/wiki/Association_football" title="Association football">football</a> games in the <i>Ultimate Team</i> game mode and then open some packs when they get bored of playing normal football matches.<sup id="cite_ref-:4_68-3" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> </p><p>Children might want to fit-in by paying for microtransactions and loot boxes and obtaining very rare items in front of their friends, creating a lot of hype and excitement among them. This makes paying for microtransactions a very positive experience for them. However, when children buy items in front of their friends, <a href="/wiki/Peer_pressure" title="Peer pressure">peer pressure</a> often set in.<sup id="cite_ref-:4_68-4" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> Friends pressuring the player to continue buying packs hoping that they will be able to see them get a rare item can cause the player to spend more than they may actually be able to.<sup id="cite_ref-:4_68-5" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> The pressure to spend money on in-game content also stems from children seeing their friends have these special, rare items, and them wanting to have it themselves. Essentially, when everyone around them has it, they will want it too in order to feel like a part of the group.<sup id="cite_ref-:6_66-10" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> </p><p>Peer pressure is not the only way children's social gaming experiences are altered. As noted in both the Parent Zone report and the Children's Commissioner's assessment, children who play <i>Fortnite</i>, explained that <a href="/wiki/Classism" class="mw-redirect" title="Classism">classism</a>, as in discrimination against people of different economic and social classes, exists among the players of the game.<sup id="cite_ref-:4_68-6" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-:6_66-11" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Some children fear that if they have the free 'default' skin in <i>Fortnite</i>, no one, friends nor random strangers, will want to play with them as the default skin is seen as a symbol of a player being bad at the game.<sup id="cite_ref-:6_66-12" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> The default skin is used as judgement and an insult against the player whose in-game avatar wears it, too.<sup id="cite_ref-:6_66-13" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Players wearing default skins are considered 'financially poor' and very 'uncool' by their peers and the game's community, so children spend money on microtransactions in order to avoid having that 'tag' or target on them.<sup id="cite_ref-:4_68-7" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> </p><p>The <a href="/wiki/Mass_media" title="Mass media">media</a> that children consume outside of the game can also affect their social interactions and in-game spending. A popular mode of entertainment for children is watching <a href="/wiki/YouTube" title="YouTube">YouTube</a> videos of other people playing their favorite games. In the case of <i>FIFA</i>, children may watch a popular <a href="/wiki/YouTuber" title="YouTuber">YouTubers</a> constantly open player packs in the <i>Ultimate Team</i> game mode; unlike the children, the said content creators have the money to pay for the packs, due to YouTube being their major source of income.<sup id="cite_ref-:4_68-8" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading5"><h5 id="Financial">Financial</h5><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=10" title="Edit section: Financial"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The amount of money that children spend on microtransactions has continued to grow because the design of these online games, as well as other outside influences, have made spending money for in-game content an essential aspect of the game itself.<sup id="cite_ref-:4_68-9" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> In the UK, different cases of children unknowingly spending money from their parents and their own in order to get what they want or need to progress through the game have surfaced. In one instance, the father of a family with four children all under 10 years old, bought an £8 <i>FIFA Ultimate Team</i> player pack for them.<sup id="cite_ref-:7_69-0" class="reference"><a href="#cite_note-:7-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup> In the span of three weeks, the children kept spending money on packs, eventually spending £550 ($709.91) altogether, completely emptying their parents' bank account, but never receiving one of the best players in the game as well as the children's favorite player: <a href="/wiki/Lionel_Messi" title="Lionel Messi">Lionel Messi</a>.<sup id="cite_ref-:7_69-1" class="reference"><a href="#cite_note-:7-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup> </p><p>The children apologized to their parents and explained that at the time they did not understand how much they were impacting the family's financial situation.<sup id="cite_ref-:7_69-2" class="reference"><a href="#cite_note-:7-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup> There have been other situations where UK children spent £700 ($903.53), £1,000 ($1290.75), £2,000 ($2581.50), and even £3,160 ($4078.77) on microtransactions in various mobile games, usually as a result of them getting tricked by the game to pay for something in-game or just not understanding that real money was being taken out of their, or their parents', bank accounts when they bought items in-game.<sup id="cite_ref-:8_70-0" class="reference"><a href="#cite_note-:8-70"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup> Spending such large amounts of money on microtransactions have devastated some families financially, including some who had to pay a bill full of microtransaction payments with college savings and even money in life savings accounts.<sup id="cite_ref-:8_70-1" class="reference"><a href="#cite_note-:8-70"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup> </p><p>In the <a href="/wiki/Children%27s_Commissioner_for_England" title="Children's Commissioner for England">Children's Commissioner</a>'s study, children reported spending more and more money with each coming year, despite also feeling that because they are rewarded completely unknown items, they feel like they may be wasting money, too.<sup id="cite_ref-:4_68-10" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> One of the children that played <i>FIFA</i> in the study said that they spend anywhere from £10 ($12.91) a day to upwards of £300 ($387.23) in one year, sometimes even buying multiple player packs at one time.<sup id="cite_ref-:4_68-11" class="reference"><a href="#cite_note-:4-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> Some children have also stated that they have seen friends, their siblings, and acquaintances who have <a href="/wiki/Mental_disorder" title="Mental disorder">mental disorders</a> spend all of their birthday money on in-game microtransactions, all while feeling like spending that money has not been a waste despite them not receiving any valuable items.<sup id="cite_ref-:6_66-14" class="reference"><a href="#cite_note-:6-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Data">Data</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=11" title="Edit section: Data"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Microtransactions have become increasingly common in many types of video games. Smartphone, console, and PC games all have conformed to the use of microtransactions due to its high profitability.<sup id="cite_ref-Sivaramakrishnan_71-0" class="reference"><a href="#cite_note-Sivaramakrishnan-71"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup> Many companies and games, especially smartphone games, have taken on a business model that offer their games for free and then relying purely on the success of microtransactions to turn a profit.<sup id="cite_ref-Sivaramakrishnan_71-1" class="reference"><a href="#cite_note-Sivaramakrishnan-71"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Ethics">Ethics</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=12" title="Edit section: Ethics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The collection of this data on consumers, although technically legal in the United States, or outside the <a href="/wiki/European_Union" title="European Union">EU</a>, can be considered unethical. Companies can sell data about consumers, involving their spending, bank information, and preferences, to understand the consumer better overall, making business models for gaming companies safer and more profitable. With microtransactions under a negative spotlight from the gaming community, there may be displeasure from those who are aware that their data is being shared to make microtransactions possible.<sup id="cite_ref-72" class="reference"><a href="#cite_note-72"><span class="cite-bracket">[</span>72<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-73" class="reference"><a href="#cite_note-73"><span class="cite-bracket">[</span>73<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Revenue">Revenue</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=13" title="Edit section: Revenue"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Data from a variety of sources show that microtransactions can vastly increase a companies' profits. Three free-to-play mobile games that made heavy use of the practice, <i><a href="/wiki/Clash_Royale" title="Clash Royale">Clash Royale</a></i>, <i><a href="/wiki/Clash_of_Clans" title="Clash of Clans">Clash of Clans</a></i>, and <i><a href="/wiki/Game_of_War" class="mw-redirect" title="Game of War">Game of War</a></i>, were all in the top five most profitable mobile games of 2016. Microtransactions are also used in larger budget games as well, such as <i><a href="/wiki/Grand_Theft_Auto_V" title="Grand Theft Auto V">Grand Theft Auto V</a></i> (2013) generating more revenue through them than retail sales by the end of 2017. This trend was consistent with many other popular games at the time, leading to the practice being widespread in the 2010s.<sup id="cite_ref-74" class="reference"><a href="#cite_note-74"><span class="cite-bracket">[</span>74<span class="cite-bracket">]</span></a></sup> In its 2021 fiscal year, Activision Blizzard earned $8.8 billion, with the majority of profit generated from microtransactions.<sup id="cite_ref-75" class="reference"><a href="#cite_note-75"><span class="cite-bracket">[</span>75<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=14" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Pay_to_play" class="mw-redirect" title="Pay to play">Pay to play</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Microtransaction&action=edit&section=15" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-Chandler-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-Chandler_1-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite id="CITEREFChandler2020" class="citation book cs1">Chandler, Heather Maxwell (2020). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=MPHcDwAAQBAJ&q=mtx"><i>The Game Production Toolbox</i></a>. Boca Raton, Fla.: CRC Press. p. 18. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-429-80178-5" title="Special:BookSources/978-0-429-80178-5"><bdi>978-0-429-80178-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=The+Game+Production+Toolbox&rft.place=Boca+Raton%2C+Fla.&rft.pages=18&rft.pub=CRC+Press&rft.date=2020&rft.isbn=978-0-429-80178-5&rft.aulast=Chandler&rft.aufirst=Heather+Maxwell&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DMPHcDwAAQBAJ%26q%3Dmtx&rfr_id=info%3Asid%2Fen.wikipedia.org%3AMicrotransaction" class="Z3988"></span></span> </li> <li id="cite_note-Ivanov-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-Ivanov_2-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFIvanovWittenzellnerWashboard2019" class="citation book cs1">Ivanov, M.; Wittenzellner; Washboard, M. 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.navbox-image img{max-width:none!important}@media print{body.ns-0 .mw-parser-output .navbox{display:none!important}}</style></div><div role="navigation" class="navbox" aria-labelledby="Video_game_controversies183" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><style data-mw-deduplicate="TemplateStyles:r1239400231">.mw-parser-output .navbar{display:inline;font-size:88%;font-weight:normal}.mw-parser-output .navbar-collapse{float:left;text-align:left}.mw-parser-output .navbar-boxtext{word-spacing:0}.mw-parser-output .navbar ul{display:inline-block;white-space:nowrap;line-height:inherit}.mw-parser-output .navbar-brackets::before{margin-right:-0.125em;content:"[ "}.mw-parser-output .navbar-brackets::after{margin-left:-0.125em;content:" ]"}.mw-parser-output .navbar li{word-spacing:-0.125em}.mw-parser-output .navbar a>span,.mw-parser-output .navbar a>abbr{text-decoration:inherit}.mw-parser-output .navbar-mini abbr{font-variant:small-caps;border-bottom:none;text-decoration:none;cursor:inherit}.mw-parser-output .navbar-ct-full{font-size:114%;margin:0 7em}.mw-parser-output .navbar-ct-mini{font-size:114%;margin:0 4em}html.skin-theme-clientpref-night .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}@media(prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}}@media print{.mw-parser-output .navbar{display:none!important}}</style><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_controversy" title="Template:Video game controversy"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_controversy" title="Template talk:Video game controversy"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_controversy" title="Special:EditPage/Template:Video game controversy"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Video_game_controversies183" style="font-size:114%;margin:0 4em"><a href="/wiki/Video_game_controversies" title="Video game controversies">Video game controversies</a></div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div> <ul><li><a href="/wiki/List_of_controversial_video_games" title="List of controversial video games">List of controversial video games</a></li> <li><a href="/wiki/Video_game_culture" title="Video game culture">Video game culture</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Game-specific</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><i><a href="/wiki/Death_Race_(1976_video_game)" title="Death Race (1976 video game)">Death Race</a></i></li> <li><i><a href="/wiki/Custer%27s_Revenge" title="Custer's Revenge">Custer's Revenge</a></i></li> <li><i><a href="/wiki/Controversies_surrounding_Mortal_Kombat" title="Controversies surrounding Mortal Kombat">Mortal Kombat</a></i></li> <li><i><a href="/wiki/Night_Trap" title="Night Trap">Night Trap</a></i></li> <li><a href="/wiki/Jynx" title="Jynx">Jynx</a></li> <li><i><a href="/wiki/Islamic_Fun" title="Islamic Fun">Islamic Fun</a></i></li> <li><i><a href="/wiki/The_Guy_Game" title="The Guy Game">The Guy Game</a></i></li> <li><i><a href="/wiki/Hot_Coffee_(minigame)" title="Hot Coffee (minigame)">Hot Coffee</a></i></li> <li><i><a href="/wiki/JFK_Reloaded" title="JFK Reloaded">JFK Reloaded</a></i></li> <li><i><a href="/wiki/Super_Columbine_Massacre_RPG!" title="Super Columbine Massacre RPG!">Super Columbine Massacre RPG!</a></i></li> <li><i><a href="/wiki/Muslim_Massacre_(video_game)" title="Muslim Massacre (video game)">Muslim Massacre</a></i></li> <li><i><a href="/wiki/Ethnic_Cleansing_(video_game)" title="Ethnic Cleansing (video game)">Ethnic Cleansing</a></i></li> <li><i><a href="/wiki/Rule_of_Rose" title="Rule of Rose">Rule of Rose</a></i></li> <li><i><a href="/wiki/RapeLay" title="RapeLay">RapeLay</a></i></li> <li><i><a href="/wiki/V-Tech_Rampage" title="V-Tech Rampage">V-Tech Rampage</a></i></li> <li>"<a href="/wiki/No_Russian" title="No Russian">No Russian</a>"</li> <li><i><a href="/wiki/Six_Days_in_Fallujah" title="Six Days in Fallujah">Six Days in Fallujah</a></i></li> <li><a href="/wiki/Mass_Effect_3_ending_controversy" title="Mass Effect 3 ending controversy"><i>Mass Effect 3</i> ending</a></li> <li><a href="/wiki/Digital_Homicide_Studios" title="Digital Homicide Studios">Digital Homicide Studios</a></li> <li><i><a href="/wiki/Active_Shooter" title="Active Shooter">Active Shooter</a></i></li> <li><i><a href="/wiki/Special_Force_(2003_video_game)" title="Special Force (2003 video game)">Special Force</a></i></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Harassment and<br />workplace misconduct</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Crunch_(video_games)" title="Crunch (video games)">Crunch culture</a></li> <li><a href="/wiki/California_Department_of_Fair_Employment_and_Housing_v._Activision_Blizzard" title="California Department of Fair Employment and Housing v. Activision Blizzard"><i>California v. Activision Blizzard</i></a> <ul><li><a href="/wiki/Activision_Blizzard_worker_organization" title="Activision Blizzard worker organization">ABK Workers Alliance</a></li></ul></li> <li><a href="/wiki/Gamergate_(harassment_campaign)" title="Gamergate (harassment campaign)">Gamergate</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other controversies</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Blitzchung_controversy" title="Blitzchung controversy">Blitzchung controversy</a></li> <li><a href="/wiki/Cheating_in_video_games" title="Cheating in video games">Cheating in video games</a> <ul><li><a href="/wiki/Cheating_in_esports" title="Cheating in esports">esports</a></li> <li><a href="/wiki/Cheating_in_online_games" title="Cheating in online games">online games</a></li></ul></li> <li><a href="/wiki/Death_of_Brandon_Crisp" title="Death of Brandon Crisp">Death of Brandon Crisp</a></li> <li><a href="/wiki/Swatting" title="Swatting">Swatting</a> <ul><li><a href="/wiki/2017_Wichita_swatting" title="2017 Wichita swatting">2017 Wichita swatting</a></li></ul></li> <li><a href="/wiki/Counter-Strike_match_fixing_scandal" title="Counter-Strike match fixing scandal"><i>Counter-Strike</i> match fixing scandal</a></li> <li><a href="/wiki/Corrupted_Blood_incident" title="Corrupted Blood incident">Corrupted Blood incident</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Social aspects</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_game_censorship" title="Video game censorship">Censorship</a> <ul><li><a href="/wiki/List_of_banned_video_games_by_country" title="List of banned video games by country">banned games</a></li> <li><a href="/wiki/List_of_regionally_censored_video_games" title="List of regionally censored video games">regionally censored games</a></li></ul></li> <li><a href="/wiki/Cyberbullying" title="Cyberbullying">Cyberbullying</a></li> <li><a href="/wiki/Video_games_as_an_art_form" title="Video games as an art form">Form of art</a></li> <li><a href="/wiki/Gender_representation_in_video_games" title="Gender representation in video games">Gender representation</a> <ul><li><a href="/wiki/LGBT_themes_in_video_games" class="mw-redirect" title="LGBT themes in video games">LGBTQ+ themes</a></li></ul></li> <li><a href="/wiki/Video_game%E2%80%93related_health_problems" title="Video game–related health problems">Health problems</a> <ul><li><a href="/wiki/Video_game_addiction" title="Video game addiction">addiction</a></li> <li><a href="/wiki/Simulator_sickness" title="Simulator sickness">Simulator sickness</a></li> <li><a href="/wiki/Virtual_reality_sickness" title="Virtual reality sickness">VR sickness</a></li></ul></li> <li><a href="/wiki/Race_and_video_games" title="Race and video games">Race</a></li> <li><a href="/wiki/Review_bomb" title="Review bomb">Review bomb</a> <ul><li><a href="/wiki/List_of_review-bombing_incidents" title="List of review-bombing incidents">List</a></li></ul></li> <li><a href="/wiki/Religion_and_video_games" title="Religion and video games">Religion</a></li> <li><a href="/wiki/Sexual_content_in_video_games" title="Sexual content in video games">Sexual content</a> <ul><li><a href="/wiki/Eroge" title="Eroge">Eroge</a></li> <li><a href="/wiki/Lolicon" title="Lolicon">Lolicon</a></li> <li><a href="/wiki/Shotacon" title="Shotacon">Shotacon</a></li></ul></li> <li><a href="/wiki/Violence_and_video_games" title="Violence and video games">Violence</a></li> <li><a href="/wiki/Women_and_video_games" title="Women and video games">Women</a> <ul><li><a href="/wiki/Sexism_and_video_games" title="Sexism and video games">Sexism</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Legal</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><td colspan="2" class="navbox-list navbox-odd wraplinks" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Intellectual_property_protection_of_video_games" title="Intellectual property protection of video games">Intellectual property rights</a></li> <li><a href="/wiki/Video_Recordings_Act_1984" title="Video Recordings Act 1984">Video Recordings Act 1984</a></li> <li><a href="/wiki/1993_United_States_Senate_hearings_on_video_games" class="mw-redirect" title="1993 United States Senate hearings on video games">1993 U.S. Senate hearings</a></li> <li><a href="/wiki/Family_Entertainment_Protection_Act" title="Family Entertainment Protection Act">Family Entertainment Protection Act</a></li> <li><a href="/wiki/Shutdown_law" title="Shutdown law">Shutdown law</a></li> <li><a href="/wiki/Truth_in_Video_Game_Rating_Act" title="Truth in Video Game Rating Act">Truth in Video Game Rating Act</a></li> <li><a href="/wiki/Video_Game_Decency_Act" title="Video Game Decency Act">Video Game Decency Act</a></li> <li><a href="/wiki/Law_3037/2002" title="Law 3037/2002">Law 3037/2002</a></li> <li><a class="mw-selflink selflink">Microtransactions</a> <ul><li><a href="/wiki/Loot_box" title="Loot box">Loot boxes</a></li></ul></li> <li><a href="/wiki/Notice_of_the_National_Press_and_Publication_Administration_on_Further_Strict_Management_and_Effective_Prevention_of_Minors%27_Addiction_to_Online_Games" title="Notice of the National Press and Publication Administration on Further Strict Management and Effective Prevention of Minors' Addiction to Online Games">Notice of the National Press and Publication Administration on Further Strict Management and Effective Prevention of Minors' Addiction to Online Games</a></li> <li><a href="/wiki/Video_game_piracy" title="Video game piracy">Video game piracy</a></li> <li><a href="/wiki/Skin_gambling" title="Skin gambling">Skin gambling</a></li> <li><a href="/wiki/Virtual_crime" title="Virtual crime">Virtual crime</a> <ul><li><a href="/wiki/Metaverse_law" title="Metaverse law">Metaverse law</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Lawsuits</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><i><a href="/wiki/Brown_v._Entertainment_Merchants_Association" title="Brown v. Entertainment Merchants Association">Brown v. Entertainment Merchants Association</a></i></li> <li><i><a href="/wiki/Entertainment_Software_Ass%27n_v._Foti" title="Entertainment Software Ass'n v. Foti">Entertainment Software Ass'n v. Foti</a></i></li> <li><i><a href="/wiki/Epic_Games_v._Apple" title="Epic Games v. Apple">Epic Games v. Apple</a></i></li> <li><i><a href="/wiki/Epic_Games_v._Google" title="Epic Games v. Google">Epic Games v. Google</a></i></li> <li><i><a href="/wiki/Strickland_v._Sony" title="Strickland v. Sony">Strickland v. Sony</a></i></li></ul> </div></td></tr></tbody></table><div></div></td></tr></tbody></table></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div><div role="navigation" class="navbox" aria-labelledby="Video_game_monetization72" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_monetization" title="Template:Video game monetization"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_monetization" title="Template talk:Video game monetization"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_monetization" title="Special:EditPage/Template:Video game monetization"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Video_game_monetization72" style="font-size:114%;margin:0 4em"><a href="/wiki/Video_game_monetization" title="Video game monetization">Video game monetization</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">General concepts</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Digital_distribution" title="Digital distribution">Digital distribution</a></li> <li><a href="/wiki/Downloadable_content" title="Downloadable content">Downloadable content</a></li> <li><a href="/wiki/Games_as_a_service" title="Games as a service">Games as a service</a></li> <li><a class="mw-selflink selflink">Microtransactions</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Types</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Adware" title="Adware">Advertising-based</a></li> <li><a href="/wiki/Blockchain_game" title="Blockchain game">Blockchain game</a></li> <li><a href="/wiki/Buy-to-play" title="Buy-to-play">Buy-to-play</a></li> <li><a href="/wiki/Free-to-play" title="Free-to-play">Free-to-play</a></li> <li><a href="/wiki/Freemium" title="Freemium">Freemium</a></li> <li><a href="/wiki/Freeware" title="Freeware">Freeware</a></li> <li><a href="/wiki/Premium_game" class="mw-redirect" title="Premium game">Premium</a></li> <li><a href="/wiki/Shareware" title="Shareware">Shareware</a></li> <li><a href="/wiki/Subscription_business_model" title="Subscription business model">Subscription-based</a> <ul><li><a href="/wiki/Pay-to-play" title="Pay-to-play">Pay-to-play</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Approaches</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Loot_box" title="Loot box">Loot box</a> <ul><li><a href="/wiki/Gacha_game" title="Gacha game"><i>Gacha</i> games</a></li></ul></li> <li><a href="/wiki/Season_pass_(video_games)" title="Season pass (video games)">Season pass</a> <ul><li><a href="/wiki/Battle_pass" title="Battle pass">Battle pass</a></li></ul></li> <li><a href="/wiki/Skin_gambling" title="Skin gambling">Skin gambling</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related topics</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Advertising_in_video_games" title="Advertising in video games">Advertising in video games</a></li> <li><a href="/wiki/Digital_rights_management" title="Digital rights management">Digital rights management</a></li> <li><a href="/wiki/Intellectual_property_protection_of_video_games" title="Intellectual property protection of video games">IP protection of video games</a></li> <li><a href="/wiki/Video_game_industry" title="Video game industry">Video game industry</a></li></ul> </div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.codfw.main‐84749c7844‐kff9l Cached time: 20250210050207 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1, show‐toc] CPU time usage: 0.844 seconds Real time usage: 0.996 seconds Preprocessor visited node count: 4091/1000000 Post‐expand include size: 153117/2097152 bytes Template argument size: 652/2097152 bytes Highest expansion depth: 12/100 Expensive parser function count: 5/500 Unstrip recursion 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