scholarly journals The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation

2020 ◽  
Author(s):  
Elena Petrovskaya ◽  
David Zendle

As the profit model in the video game industry shifts from upfront payment to continuous exposure to in-game microtransactions, new forms of monetisation are on the rise. One such example is battle passes: time-limited content which provides players with an opportunity to access rewards not available within the main body of the game. However, there has been minimal scrutiny of the battle pass and its effects on players to date. In this paper, we apply a mixed-methods approach to conduct an in-depth examination of the Battle Pass feature in Dota 2. We consider 1) quantitatively, the prevalence of the Battle Pass within the Dota 2 player community, and 2) qualitatively, player attitudes towards this feature. Quantitative findings show that, despite the rising profitability of the Battle Pass, its presence has little to no effect on player uptake in Dota 2. Qualitative findings indicate complex player attitudes in which positive views on the Battle Pass contrast with concerns over elitism and difficulty in achieving rewards without spending money.

2018 ◽  
Vol 4 (2) ◽  
pp. 133-155
Author(s):  
Yongjin Oh ◽  
Seungchul Lee ◽  
Jaewon Lee

2020 ◽  
Vol 57 (2) ◽  
pp. 81-112
Author(s):  
Rafał Maćkowiak

The video game industry is today one of the most rapidly developing branches of the entertainment industry. Such corporations as Microsoft, Sony and Nintendo are increasing their investment engagement in the manufacture of gaming hardware (e.g. computers, consoles, and tablets), and in game development for various platforms. There has developed and continues to expand an extensive terminology which due to the increasing consolidation of the user base is progressing towards producing a sociolect. Linguists have not yet examined the lexis of gamers which is why it must be studied considering the extent of the phenomenon and the sheer size of the gamer community. Video gamers form a large group. At this point it must be stressed that the gamer community and the lexis specific for it does not exist in isolation. The lexis used by gamers continues to permeate outside the community, e.g. to other media or the colloquial language. The author of this article conducted a survey to check whether the lexis of video gamers is known to random respondents. This article presents the results of the survey.


2021 ◽  
Vol 95 (3) ◽  
pp. 543-567
Author(s):  
Denise Tsang

This article examines the evolution of the video game industry in Britain from its start in 1978. The industry originated with passionate hobbyists and amateurs who benefited from the national broadcaster's campaign to expand computer literacy. Unlike the regional clustering of the industry in the United States and Japan, the British industry was dispersed geographically, consisting of mini-clusters with porous boundaries. During the 2000s, the fragmented British industry was largely acquired by U.S. and Japanese multinational companies and became part of global value chains, but the development of mobile gaming and digital distribution provided opportunities for a new generation of start-ups to emerge in Britain.


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