1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
Prior scholarship on monetization has concentrated on these concerns and has typically recommended greater transparency and simpler design.
This paper argues that in-game microtransactions (MTXs) can be exploitative even when players fully understand the mechanics and their financial situation. Prior scholarship on monetization has concentrated on deception, gambling-like features, addiction, and child protection, and has typically recommended greater transparency and simpler design. The author sets these concerns aside to examine how adult players can be taken advantage of through vulnerabilities that arise from ordinary gameplay, using a framework that distinguishes substantive exploitation, concerning unfair terms such as pricing, from procedural exploitation, concerning unfair decision-making processes.
On the substantive side, the paper contends that MTXs are rarely embedded in competitive markets. Once a player is inside a game, the developer is effectively the sole seller, creating a temporary monopoly in which prices can be set unfairly. The argument is supported by a cited observation that some MTXs show little change in demand as prices fluctuate, suggesting low price sensitivity, and the author concludes that the conventional economic justification for consent-based pricing does not hold under these conditions.
On the procedural side, the paper draws on empirical and theoretical literature suggesting that gameplay shifts attention, reorders preferences, and produces loyalties and transformative experiences. Because interactivity, self-involvement, and agency-building are central to games, players' in-play desires can diverge from their prior preferences, so monetization offers presented during investment, urgency, or dependence can be ethically questionable without any hidden or deceptive mechanic. The paper concludes that transparency alone is insufficient, that self-controls have limits, and that community-participatory design and a shift of responsibility toward creators offer more promising remedies. The work is primarily philosophical and conceptual, drawing on a broad but unquantified body of cited literature rather than new primary data.
Game Developers Conference · 2025