“Ready Player One” – Pay To Win

The GHA conducted a survey that showed 11% of teenagers have stolen and wrongfully used their parents debit or credit cards to spend money on some form of in-game transaction. These in game transactions have been put under the umbrella of ‘paid for loot boxes’, and the GHA have called for the purchase of these products to be labelled as gambling – which would make it illegal for people under the age of 18 to play these games. What would that mean? What are the implications of such a law? For one, you run the risk of alienating a large chunk of your consumer base. Unfortunately, the majority of popular games are reliant on the purchase of in game add ons. As per Statista.Com, I was able to identify the top six most downloaded games on PlayStation have products and/or features behind the paywall that are near-essential for maximum experience of the software. FIFA has FIFA points, Call of Duty has weapon upgrades and skins, NBA 2K has virtual currency, so on and so forth. At their core, video games are an escapist hobby, to be played for fun either solo or socially. Putting the best features behind a paywall removes the parity and innocence that gaming was built upon. So, my personal evaluation is as follows: micro transactions have ruined gaming.

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