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Where Do We Fall, Guys?: New Forms of Subscription-Based Monetisation, Their Relationship With Mental Health Issues, and Their Policy Implications
Abstract
This article examines monetization in video games, with a focus on battle and season passes, their risks and their presence, in videogames aimed at minors. Through the analysis of 105 PlayStation 5 titles, this study explored the prevalence of these monetization systems in free-to-play and paid games, along with their impact on game dynamics and player behavior. The findings revealed a significant uptake of battle passes in free-to-play games and a preference for season passes in paid games. These results of this research suggest a worrying connection between aggressive monetization and problematic gaming practices, particularly in titles aimed at young audiences. This study contributes to an understanding of contemporary monetization strategies and their potential impact on young gamers.
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