Games and Culture · 2010 · 109 citations · 4 references
Social SciencesBusiness EconomicsMarketingConsumer BehaviorDigital Culture StudiesUser Experience DesignGaming CultureOnline Consumer BehaviorVideo Game CultureVideo Game StudiesVirtual CommunitiesVirtual WorldsConsensusGameplay ExperienceGaming ConsumptionPeriodic Cash PaymentsVideo Game Industry
The rapidly expanding ‘‘free-to-play’’ online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ‘‘free game’’ participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.
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