Whether it be rigorously scrolling through your Facebook or
frequently going on an extravagant online shopping spree, in today’s digital
world it is difficult, not to fall victim to some form of mild cyber addiction.
Amidst the myriad of technological temptations, gaming has always been one of
the hardest to resist. And it becomes even harder to resist, when you’re
deceived into believing that one will enjoy the entire experience without any
involvement of real money. In the recent years free to play online gaming apps or “freemium” as they call it, have begun to dominate the online gaming
industry for this very reason and have successfully wiped out the market for
paid gaming apps on Smartphone entirely. According to Newzoo (2013), 66% of
money spent on mobile devices such as Tablets and Smartphone is spent on gaming
apps, 80% of which happen to be Free to play. Superdataresearch.com (2014)
found that free-to-play online games generated $1,991 million in sales in the
year 2012 and $2,893 million the year after. Furthermore, majority of the top 100
games in AppleStore are currently using the F2P model (AppAnnie.com, 2014). Over
the years, gaming engineers have accumulated an abundance of data by tracking the
playing patterns of gamers and used it to master the art of applied addiction,
by implementing the fundamental principles of behavioural psychology.
So to begin with, the free
to play (F2P) model is simply when a company allows its buyers to play their
games for free and provide the option of making in-game purchases of virtual
goods (Konda,2013). These purchases more often than not will prove to be
advantageous for progressing in the game more effortlessly. As elementary as
this concept sounds, all the underlying mechanisms that lead to the consumer
ending up spending a wholesome amount of money despite having the choice not
to, are anything but. As a rational person, one can easily see why spending any
real money on virtual goods is not a very intelligent idea. However, the components
that constitute the F2P model are intricately designed to compromise your
understanding of exactly that.
The ball of deception gets rolling from the very second that
you read the word free in an online
gaming store. Expecting nothing but, you end up downloading the gaming app.
Most of these games are simple puzzles which are devised to be astonishingly addictive.
Candy crush for example is a
straightforward game where in a grid full of colourful candies, you’re expected
to match as many sets of the same candies in a row as you can. In majority of the psychological models,
human beings are known to act upon a “pleasure principle.” The pleasure
principle can be defined as a driving force that compels an individual to
gratify their wants, needs or urges. Such games use this very aspect of
human behaviour to keep you captivated (Choi & Kim, 2004). They capture you,
in what is known as the “ludic loop model” in the literature of cyber
psychology, which is a pleasurable, tight feedback loop that stimulates
repetitive if not compulsive behaviour (Heaven, 2014). Which means you are essentially putting
time and effort into a game that is constructed to hit the pain points of
players, when they are unsuccessful in completing the ludic loop, in this case
which would be matching enough sets of candies to finish a given level. Most
players at this point tend to lean towards becoming myopic addicts. Mypoic addicts tend to try and acquire immediate
gratification while failing to fully predict the future harmful consequences of
their current consumption (Kwon et al).
Other elements of the F2P model work in harmony to
capitalise on a player’s weakness and vulnerability by making the process of
purchasing virtual goods easy and satisfying. F2P games utilise what is known
as a coercive monetization model. This is when a gaming app creates virtual
currency to make any form of an in app purchase, as opposed to real currency so
it doesn’t feel like you’re spending real money (Konda, 2013). Previous research in psychology has
demonstrated that estimates of spending are significantly higher when an
individual is using a credit card as compared to hard cash (Finberg, 1986). This model functions on a very similar
principle. It implements a “layering effect” in the F2P games that makes it
easier for the consumer to overcome the loss aversion they feel towards real
money and make a purchase as he/she is using fake currency to attain the final
virtual good. Shokrizade (2013) argues that introducing
an intermediate digital currency between the consumer and real money makes the player
much less capable of determining the value of the transaction. Furthermore,
“layering” makes it even harder for the brain to accurately evaluate the
situation rationally, especially if there is some kind of additional stress in
play. So for instance in candy crush if a consumer finds it difficult to cross a level
he/she can use “lollipop boosters” for help. However to get lollipop boosters
one needs to first purchase “gold bars” with their credit card and then
purchase “lollipop boosters” with these gold bars.
In addition to this, they make assessing the direct value of
a virtual good in real currency more difficult than what it already is by using
a very sophisticated and confusing exchange rate. This way, consumers end up
spending much more carelessly than they realise. For example, in a recent F2P
hit called Pokémon go, one can
purchase an “incense” to double their points and they need “pokecoins” to buy
an incense, which they have to purchase using real currency. One “incense”
costs 80 pokecoins and one batch which includes 550 pokecoins costs $4.99. So
now you can guess why it would become difficult in such a situation for a lay person
to calculate how much one incense costs in real currency.
While F2Ps’ make the procedure of calculating the cost of a
virtual good in real currency hard and confusing for the consumer, the actual
process of making the purchase in itself is skilfully made surprisingly easy
and convenient. This is because A) the app store will already have your credit
card details and B) you don’t actually exit the gaming app to make the
purchase. If the player exits the gaming app in order to buy a virtual good it would give the target’s
brain more time to evaluate the situation with clarity and scrutiny thereby
lowering the likelihood of him/her going through with the purchase (Shokrizade, 2013). Finally, to exploit players being under stress, game developers make
the buttons to access online stores standout, so they are more visible
and hence tempting. For instance in a game called the Marvel War of Heroes, the background is dark blue whereas the store
button is a bronze colour that is hard to miss.
So from the point of luring you into thinking you’re
downloading a free gaming app for passing your time on the train during rush
hour or surviving a very mundane lecture to manipulating you into eventually
paying a generous amount of money by creating subtle but competent digital
vulnerabilities, game developers have found the holy grail of a deceptively
efficient business model. So essentially what I’m saying is, the F2P model is
such a success not only because it exploits your Achilles’ heel, but because it
creates it.
References
- · Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & behavior, 7(1), 11-24.
- · Feinberg, R. A. (1986). Credit cards as spending facilitating stimuli: A conditioning interpretation. Journal of consumer research, 13(3), 348-356.
- · Heaven, D. (2014). Engineered compulsion: why Candy Crush is the future of more than games. New Scientist, 222(2971), 38-41.
- Konda, A. (2013). An Exploration of Monetization in Free-to-Play Games.
- Kwon, H. E., So, H., Han, S. P., & Oh, W. (2016). Excessive Dependence on Mobile Social Apps: A Rational Addiction Perspective. Available at SSRN 2713567.
- · Newzoo. Leaseweb Infographic: Time is Money. http://www.newzoo.com/infographics/leaseweb-infographic-time-is-money/.
- · Shokrizade, R. (2013). The Top F2P Monetization Tricks. Gamasutra. com.
- · Vankka, E. (2014). Free-to-Play Games: Professionals' Perceptions. University of Tampere. Master's Thesis. Luettavissa: http://tampub. uta. fi/bitstream/handle/10024/95105/GRADU-1395760771. pdf.
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