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Video Games, Gambling and Addiction: Converging Business Models, Converging Problems. James Driver. Completing Master’s dissertation into experiences of treatment for gaming addiction Founder of NetAddiction NZ Psychotherapist in private practice and working at an AoD service.
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“Given the pressure on media enterprises to ‘monetize’ their business and look for different revenue streams, there is likely to be even greater media convergence between gaming and other more profit-making activities such as gambling. Given the well established addictive potential of gambling, this may also have implications for the incidence of video game addiction.”
– Mark Griffiths, Professor of Gambling Studies, Nottingham Trent University
- Chinese official embezzles $424,247 USD to spend on online game
- Spent up to $1,633 in a single purchase on virtual equipment in the game
- Spent $16, 327 to create two “high level” accounts instead of just one regular account
Whale (in gaming) – someone who spends exorbitantly or recklessly in Free To Play (F2P) games.
“The top 10 percent of players can account for as much as 50 percent of all in-app purchase revenue,” says Andy Yang, CEO of the mobile monetization research firm PlayHaven.”
“Chris found himself draining his bank account until he didn't have a spare dollar to his name.. ..Chris even had a few health scares along the way, and found that he couldn't afford to pay the medical bills because his savings account had been stripped for TF2 (Team Fortress 2) money.”
“Kyle describes PlanetSide 2 as his "danger game," thanks to the financial situations his obsession with the game put him in. "I'm in a position where I'm living paycheck to paycheck for the moment as the result of that spending - beyond incurring overdraft for my rent””
“One player told me that he has spent around $3,000 on MapleStory, including dropping a whole $500 in an attempt to create a single weapon in the game. "Both buying the points, and gambling those points on random drops would give me a rush," he says.”
““You want to be the top guy,” Vince says. “Once you convince yourself to spend two hundred dollars on it, another two hundred dollars isn’t that much more.””
Highly Engaged Gaming
“A coercive monetization model depends on the ability to “trick” a person into making a purchase with incomplete information, or by hiding that information such that while it is technically available, the brain of the consumer does not access that information”
– Ramin Shokrizade, gamasutra.com
“Research has shown that putting even one intermediate currency between the consumer and real money makes the consumer much less adept at assessing the value of the transaction” – Ramin Shokrizade, Game Economist
“A user that is capable of doing basic math (handled in a different part of the brain that develops earlier) can feel the urge to “save money” by buying more. The younger the consumer, the more effective this technique is, assuming they are able to do the math.”
“The end result of having your players return time and time again to your app is greater confidence in your products, which leads people to spend more on in-app purchases.”