Maarten Denoo, Pieterjan Declerck, Valerie Verdoodt, Eva Lievens, Bieke Zaman
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引用次数: 0
Abstract
By considering diverse disciplinary perspectives on the psychological impact, design and regulation of loot boxes, this paper departs from a shared need for a holistic comprehension of the platform ecosystem in which contemporary videogames are played, developed and governed. The rationale of this paper is grounded in the rapid evolution of monetisation in videogames, which has not only generated scientific interest towards digital consumption, but also engendered concerns for player health, particularly in the realm of gambling-like loot boxes. We perform an empirical Walkthrough of FIFA22’s Ultimate Team (FUT) mode to identify four layers in FUT’s platform ecosystem, which constitute different scenarios of use and which, taken together, raise issues of uncertainty and persuasion for players. Although we focus on FIFA22, our study extends to other videogames with microtransactions, revealing implications for media, design and legal frameworks. Our findings underscore the value of a qualitative, interpretative approach to analysing videogame consumption at the intersection of various platforms and business models.
通过对掠夺性盒子的心理影响、设计和监管等不同学科视角的思考,本文从全面理解当代电子游戏的游戏、开发和管理平台生态系统的共同需求出发。本文的理论依据是电子游戏货币化的快速发展,这不仅引发了人们对数字消费的科学兴趣,也引起了人们对玩家健康的关注,尤其是在类似赌博的战利品箱领域。我们对《FIFA22》的 "终极团队"(FUT)模式进行了实证演练,以确定 FUT 平台生态系统的四个层次,这四个层次构成了不同的使用场景,共同引发了玩家的不确定性和说服问题。尽管我们的研究重点是《FIFA22》,但我们的研究也扩展到了其他有微交易的电子游戏,揭示了对媒体、设计和法律框架的影响。我们的研究结果强调了在各种平台和商业模式的交叉点上采用定性、解释性方法分析电子游戏消费的价值。