4.7 Article

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis

Journal

COMPUTERS IN HUMAN BEHAVIOR
Volume 145, Issue -, Pages -

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2023.107766

Keywords

Micro -transactions; Videogames; Problematic gaming; Problem gambling; Interpretative phenomenological analysis

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This study aimed to identify convergences and divergences in videogame player experiences with micro-transactions using interpretative phenomenological analysis. The results showed that key motivations for micro-transaction use were giving back to game developers and social connectedness. Participants who engaged with battle pass micro-transactions felt a sense of obligation to continue playing the game. Micro-transaction use was driven by participants' need for autonomy, relatedness, and competence. It is recommended that cognitive behavioral therapy be used to treat maladaptive cognitive beliefs related to micro-transaction use.
Background: Videogame monetisation methods have become a billion-dollar industry. Concerns surrounding micro-transaction use and potential negative psychological impact have become prevalent in recent years. For example, there is a suggested association between loot box buying and problem gambling, although this does not capture the nuanced experiences of players with a broad range of micro-transactions.Aim: The present study aimed to identify convergences and divergences in videogame player experiences with micro-transactions, using interpretative phenomenological analysis.Method: Eleven participants took part in online semi-structured interviews. Interviews focused on participants' feelings, beliefs and motivations surrounding micro-transaction use. Results: Six super-ordinate themes were identified: (i) self-control vs. impulsivity, (ii) motivations for use, (iii) obligation to play after purchases, (iv) guilt and regret, (v) feeling tricked or cheated and (vi) comparing micro -transaction use and gambling. Sub-themes relating to motivations for micro-transaction use and comparisons between micro-transaction and gambling also emerged.Conclusions: Key motivations for micro-transaction use were giving back to or 'rewarding' game developers for their work and social connectedness. Participants who engaged with battle pass micro-transactions often felt a sense of obligation to continue playing the game after purchasing. Micro-transaction use was explained by participants' need for autonomy, relatedness, and competence. It is recommended that cognitive behavioural therapy could be used to treat maladaptive cognitive beliefs related to micro-transaction use.

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