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dc.contributor.authorKing, Daniel L.
dc.contributor.authorDelfabbro, Paul H.
dc.contributor.authorGainsbury, Sally M.
dc.contributor.authorDreier, Michael
dc.contributor.authorGreer, Nancy
dc.contributor.authorBillieux, Joël
dc.date.accessioned2020-04-15
dc.date.available2020-04-15
dc.date.issued2019-07-16
dc.identifier.citationKing, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131-143. https://doi.org/10.1016/j.chb.2019.07.017en_AU
dc.identifier.urihttps://hdl.handle.net/2123/22065
dc.description.abstractVideo games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized as unfair or exploitative. These systems describe tactics that capitalize on informational advantages (e.g., behavioral tracking) and data manipulation (e.g., price manipulation) to optimize offers to incentivize continuous spending, while offering limited or no guarantees or protections (e.g., refund entitlement), with the potential to exploit vulnerable players (e.g., adolescents, problematic gamers). These findings are critically discussed in relation to behavioral economics, addiction psychology, and the clinical conceptualization of gaming disorder. Appropriate policy and consumer protection measures, psychologically informed interventions, and ethical game design guidelines are needed in order to protect the interests and wellbeing of consumers.en_AU
dc.description.sponsorshipThis work received financial support from a Discovery Early Career Researcher Award (DECRA) funded by the Australian Research Council (Project ID: DE170101198).en_AU
dc.language.isoenen_AU
dc.publisherElsevieren_AU
dc.relationARC DE170101198en_AU
dc.rightsThis is an open access article under the CC BY-NC-ND license.en_AU
dc.subjectvideo gameen_AU
dc.subjectin-game purchasingen_AU
dc.subjectmicrotransactionen_AU
dc.subjectpredatory monetizationen_AU
dc.subjectconsumer protectionen_AU
dc.subjectgaming disorderen_AU
dc.titleUnfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspectiveen_AU
dc.typeArticleen_AU
dc.subject.asrcFoR::170106 - Health, Clinical and Counselling Psychologyen_AU
dc.identifier.doi10.1016/j.chb.2019.07.017
dc.type.pubtypePublisher's versionen_AU


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