Show simple item record

FieldValueLanguage
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
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
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
dc.language.isoenen
dc.publisherElsevieren
dc.relationARC DE170101198en
dc.subjectvideo gameen
dc.subjectin-game purchasingen
dc.subjectmicrotransactionen
dc.subjectpredatory monetizationen
dc.subjectconsumer protectionen
dc.subjectgaming disorderen
dc.titleUnfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspectiveen
dc.typeArticleen
dc.subject.asrcFoR::170106 - Health, Clinical and Counselling Psychologyen
dc.identifier.doi10.1016/j.chb.2019.07.017
dc.type.pubtypePublisher's versionen
dc.relation.arcDE170101198
dc.rights.otherCreative Commons Attribution-NonCommercial-NoDerivatives 4.2en
usyd.facultySeS faculties schools::Faculty of Scienceen


Show simple item record

Associated file/s

Associated collections

Show simple item record

There are no previous versions of the item available.