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