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The Free-to-Play Business Model‘s Impact on Game Culture Practices
CREATING A CONSUMER
Ahmed Elmezeny, PhD
Department of Media and Communication
Ludwig-Maximilians-University Munich
21.10.2022
RESEARCH INTEREST
•How the freemium model is
embedded in game culture
•Exploring microtransactions’
relation to specific cultural
practices and manifestations
•Typifying free-to-play game
culture
“a business model
using two products or
services, or a
combination of
products and services.
In such combination,
one item is provided at
no charge while a
complementary item is
sold at a positive price,”
(Pujol, 2010)
STATE OF F2P
•Popular among developers and academics
•Major portion of revenue in games market
generated by microtransactions
•- (Puppe, 2018)
•Subject to various research but rarely cultural
perspective
•Why people spend (Paavilanien et
al., 2016)
•In-game regulation (Woodford,
2013)
•Opinions of users (Holin & Cheun-
Tsai, 2007) & developers (Alha et al.,
2014) on the model
source: tweaktown.com
THEORETICAL
FRAMEWORK
CIRCUIT
OF
CULTURE
-Du Gay et al., 1997; Hepp, 2011; Wimmer, 2012
EXPLAINING CULTURAL PRACTICES: CONTEXTUAL
THEORIES
•(re)production
-Dark Design Patterns
(Zagal et al. 2013)
-Commodification of Social
Play
(Nieborg, 2015)
•Identification
-Player identification
(van Looy et al., 2010)
-Video game play and
Identification
(Shaw, 2013)
•Appropriation
-Consumption as play
(Lehdonvirta et al., 2009)
-Transfer Model
(Fritz, 2003)
•Representation
-Theory of Public Esteem
(Carroll, 2011)
-Cultural Capital
(Bordieu, 1984)
Multiple Contexts:
-Commercialization
(Krotz, 2007)
-A Casual Revolution
(Juul, 2012)
-The Magic Circle
(Huizinga,1955)
METHODS
MULTI-SITED VIRTUAL ETHNOGRAPHY
OF A VIRTUAL WORLD
Participant
Observation
• March 2016
Professional
Interviews
• May 2016
Player Interviews
• January 2017
Archival Data
Collection
• April 2017
18-Month Participant
Observation
• Field notes include
screenshots and self
ethnography
• Online observation of
implicit and explicit player
practices & opinions within
game world & other game
related online spheres
10 Interviews
•5Game Professionals
•5Paying Players
• Face to Face, chat or Skype
•semi-structured in-depth
interviews (1:20 to 2:00
hrs.)
28 Articles & Forum
Threads
• Purposive selection dealing
with F2P or Empire/GGS in
general
• Contextualizing and filling in
gaps in empirical data
End of Ethnography
• October 2017
•real-time war strategy game | multiplayer | browser based
FINDINGS
COMMERCIALIZATION
THROUGH GAME
DESIGN &
MAINTENANCE
•It’s preferential
treatment. If you put a lot
of money into the game
and you claim that you
lost a lot of troops or
something, yeah of
course you’re going to
get them back, if you
don’t pay then you’re not
going to get them back.
•(Weasley, May, 2016)
-Field note entry concerning the architect event: a temporal and monetary dark pattern
COMMERCIALIZATION
THROUGH COMPANY &
COOPERATIVE
PRACTICES
•Sometime [sic] ago, the big alliances
got together and they put down a
number of rules, which became
known as the “fairplay rules” … I
thought it was quite interesting,
because you know Goodgame wants
us to fight each other because wars
cost. If we were at war constantly,
then you would spend fortunes on
[premium currency]. So, a few [sic]
from all the over the world came
together and drafted these rules. So,
it was like the United Nations.
•(6eyes, January, 2017)
-Field note data concerning player assumptions of discrepancy in user management.
FRAGMENTED
COMMUNITY &
INDIVIDUAL IDENTITY
•The alliance descriptions
on some of the
alliances…you can see
that their conditions of
entry are that they’ve got
some quite stringent
rules that would require
you to spend rubies
[premium currency] to be
in there.
•(6eyes, January, 2017)
-Field note data concerning player opinions on payment and how this influences gameplay
COMMERCIALIZATION
THROUGH SPENDING &
WORK-LIKE HABITS
•If I could see someone
attacking me…I literally
went out and bought
some rubies and then
beefed up my defense or
bought some defense
troops. But on the whole,
I try not to spend more
than that because I just
don’t want to spend the
money.
•(6eyes, January, 2017)
-Field note data: group message from an alliance member about quitting due to time constraints.
FALSE MARKETING &
A PERSISTENTLY
COMMERCIAL IMAGE
•Even if it was a flag that didn’t
do anything...it was still
described as “with this flag
you will be one of the few
people who has it on the map,
your visibility will improve” so
you’ll be more noticeable and
then you’re more important on
the map. So even though some
[items] don’t have a
functionality, they are still sold
as having the least bit of
functionality.
•(Zelda, May, 2016)
-Field note data: screenshot from facebook showing GGS’ negative image during a social
media campaign celebrating 5 years of Empire
Context Summary of Practices
(re)production
•
Psychological trickery to stimulate antisocial
environment
•
Community fragmentation through service and content
delivery
Regulation
•
Community fragmentation through official regulation
•
Implementation of cooperative community regulation
(fairplay)
Identification
•
Increased attachment to virtual property
•
Shame and pride in payment
•
Weaker group identification (acquaintances with
benefits)
•
Fragmented community identity
Appropriation
•
Regulation of spending habits (budgeting)
•
Game experience like work
•
Mirroring socioeconomic realities
Representation
•
False marketing to incentivize spending
•
Cluttered and commercial in-game design
•
Persistently negative game and company
image/reputation
Participatory
Practices
Commercialized
Practices
MORE THAN ESTABLISHING NEW PRACTICES
CREATING A
CONSUMER
How Excessive
Commercialization
Distinguishes F2P from
Pay-to-Play Culture
LEVEL OF GAME CULTURE
DEFINITION DESCRIPTION
MICRO
Cultures of a specific game or community
MESO
Cultures of multiple games or communities with a
common, unifying characteristic
MACRO
The overall culture of games, gamers and gameplay
-Elmezeny & Wimmer (2018)
•Commodified Social Interaction
-Based on work by Nieborg (2015)
•A Fading Magic Circle
-Based on Magic Circle theory (Huizinga, 1955)
•Monetized Meritocracies
-Based on toxic meritocracy of game culture concept (Paul, 2018)
•Not Functioning as Third Places
-Based on games as third places theory (Steinkühler & Williams, 2006)
•Overpreoccupation with Purchasing and Currency Characteristic of
Consumer Culture
-Based on consumer culture theory (McAllister, 2003)
•Lack of Participatory Practices
•Lack of Marketplace and Microtransaction Regulation
Company
Practices
Community
Practices
Individual
Practices
Industry
Practices
-four domains of commercial practices creating the consumer (own construct)