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DiGRA
The paper frames its argument through McLuhan's maxim that 'the medium is the message.' Microtransactions change what games deliver, so content can become a delivery mechanism for purchases.
This extended abstract, presented at DiGRA 2018, historically examines how microtransaction monetization, particularly loot boxes, has reshaped video game design and players' experience of the medium. Its central thesis, framed through Marshall McLuhan's maxim that "the medium is the message," is that monetization is itself a formative force: microtransactions alter the nature of the content games deliver, so that game content can become a delivery mechanism for purchases rather than an end in itself.
The paper traces the lineage of these practices from the early 2000s, when publishers such as EA and Square Enix began favoring "games as a service" with continual multiplayer content and downloadable additions sold through microtransactions. It credits the free-to-play Chinese MMO ZT Online with pioneering randomized "virtual treasure boxes," which later spread to mobile free-to-play titles and major franchises like Call of Duty and Destiny, and eventually into primarily single-player games. The authors cite several player backlashes, including the pay-to-win loot box system in Star Wars Battlefront II and Destiny 2's allegedly manipulated progression, and note that such antagonistic design can measurably affect sales.
The discussion draws on existing research on the social and ethical dimensions of microtransactions, including findings that purchasing in-game advantages can lower a player's social status and scholarship describing "psychological tricks" and "dark patterns" in design. The authors position their work as a complement to economic and technological histories of the industry, which they argue rarely address the effects on players' experiences.
The paper is explicitly a brief, conceptual glimpse rather than a systematic empirical study; it draws on secondary sources, journalism, and industry commentary, and does not report original survey or sample data. Its conclusion is that monetization methods will always shape game content and its effects, and that microtransactions fundamentally change what games deliver to players.
Call of DutyGame · Infinity Ward · 2003 · 738 documents
Square EnixCompany · Japan · founded 2003 · 337 documents
DestinyGame · Bungie · 2014 · 160 documents
Destiny 2Game · Bungie · 2017 · 106 documents
Star Wars BattlefrontGame · EA Digital Illusions CE · 2015 · 17 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026
DiGRA · 2026