Full length articlePay for play – Behavioural patterns of pay-to-win gaming
Introduction
Involvement in gaming has sparked the interests of researchers for many reasons. These include the potential risk of becoming addicted to gaming or linking gaming to gambling (King et al., 2015; Molde et al., 2018; Sanders & Williams, 2018). In 2013, in the fifth edition of the classification of disorders of the American Psychiatric Association (DSM-5), Internet Gaming Disorder was identified in Section III as a condition warranting more clinical research and experience before it might be considered for inclusion in the main book as a formal disorder (American Psychiatric Association, 2013). In the 11th Revision of the International Classification of Diseases (ICD-11), Gaming Disorder was identified and included in “Disorders due to substance use or addictive behaviors” (World Health Organization, 2018). In ICD-11 (offline and online) gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour manifested by: impaired control over gaming, increasing priority given to gaming and continuation or escalation of gaming despite the occurrence of negative consequences. More clear symptoms of internet gaming disorder were presented in DSM-5 classification – there are nine symptoms, among others – lack of control, withdrawal, tolerance (American Psychiatric Association, 2013). Despite official definitions, pathological video gaming remains an issue of controversy among scholars. According to Ferguson and Colwell (2020), empirical data and scholarly opinions differ regarding the status of pathological gaming and whether “addiction” is the best frame to understand video game. All nine symptoms of internet gaming disorder in DSM-5 are analogous to those for substance abuse. The ICD-11 diagnosis of gaming disorder includes no clear symptoms. Saunders et al. (2017) stated that “Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated” (p. 271).
Most of the research focused on the harm of youth gaming. Scholars mentioned decreased life satisfaction, loneliness, and social competence (Lemmens et al., 2009), increased impulsivity (Gentile, 2009), aggression (Griffiths et al., 2012) as well as depression and anxiety (Mentzoni et al., 2011), lower academic achievement and conduct problem (Brunborg et al., 2014). Choi et al. (2018) in studies of adults, pointed out that bullying in work and abusive supervision increases the severity of video game addiction. In turn, the addiction intensified work-family conflicts. Przybylski et al. (2016), based on the results of international research (n = 18,932) stated that about 1% of the general World population might present symptoms qualifying for the diagnosis of gaming disorder. Also, they stated that the relationship between gaming disorder and physical, social, and mental health outcomes is decidedly mixed, indicating the need for further research.
Studies on gaming conditions and gambling addiction are increasingly common, but almost always concern games in general, without distinguishing their types (Choi et al., 2018; Marchica et al., 2019). Due to the existence of many types of games and the specificity of their enhancement mechanisms, we decided to focus on Pay-to-Win (P2W) games because of their payment element. P2W games are analysed mainly by economists interested in financing mechanisms (Seufert, 2013; Tomić, 2018). However, games with a payment feature have also increasingly become the focus of psychologists due to the psychological mechanisms that induce payment in such games. Attention is also drawn to the increasing problems of payments made by children, which, according to some authors, are a risk factor in gambling addiction, especially among children (Children's Commissioner for England, 2019; King & Delfabbro, 2018; Zendle & Cairns, 2018).
In the initial period of video gaming history, the user had to pay the supplier (publisher) to buy the game and use it after installing it on their computer (pay-to-play concept) (Tomić, 2017). Over time, the gaming market became increasingly saturated, and it also became easier to download an illegal copy of a game shortly after its release, which led suppliers (publishers) to change the model of sharing and making a profit on games. Instead of selling the full version of the game, the basic version was made available for a low price or even free of charge, while all add-ons and premium features became payable (Tomić, 2017). In gaming terminology, games available free of charge are generally referred to as free-to-play, or freemium, whereby income is generated by selling small “pieces” of the game (Alha et al., 2014; de Crombrugghe de Picquendaele, 2016; Kumar, 2014; Seufert, 2013).
Purchases made during the game have been coined microtransactions (because they usually concern small amounts), which concern virtual goods of various forms, such as avatars, extensions, add-ons or updates (Evers et al., 2015; van Berlo & Liblik, 2016). Some of these goods, e.g. character clothes, may not have any influence on the course of the game, but some, e.g. specific armour, may give the player an in-game advantage (van Berlo & Liblik, 2016). These virtual transactions require the player to exchange real money for virtual game currency (Chua et al., 2019). Tomić (2017) notes that, from a marketing point of view, it is easier to induce a player to pay multiple small charges than to pay a substantial one-off fee (e.g. to buy the whole game), so that in the end the amounts of these microtransactions reach very high values. According to Tomić (2017), free access to games almost eliminated piracy from the market.
Despite extensive research on the phenomenon of gaming, there were very few studies on the specifics of selected types of games, and it seems to be an emerging field in gaming research. For this reason, extensive research on P2W games was undertaken, a novelty for Poland.
Bearing in mind the definition problems associated with the concepts used to define the types of games and the fact that the definitions are usually quite loose and vary from author to author, we developed a definition of P2W games for our research. P2W games were defined as free video games via a site or an application, on computer, mobile, tablet or on social networks, in which it is possible to pay to advance in the game.
The article presents the results of two studies conducted in Poland – the first on a representative sample of adult Poles and the second among gamers involved in P2W games. P2W gamers were defined as those who have declared to make payments in online games in order to gain an advantage over gamers who refuse to pay. The research aimed to estimate the involvement in P2W games in Poland and to observe the characteristics of P2W gamers. Previous research indicates that 17.9% of the adult Polish population (aged 16–74) use the Internet to play or download computer/mobile games (Główny Urząd Statystyczny, 2020). In the group of the youngest people (up to 25 years of age) the prevalence of this activity is approximately 45.9%. This type of involvement declines with age. According to the Newzoo report (2020), in 2019 there were 2.55 billion video gamers in the world, which was about 34% of the world's population from the age of 15 (Newzoo, 2020). Another objective was to identify the behavioural patterns of playing and P2W games and making payments in them as well as to investigate their relationship with the symptoms of problem gaming. In Study 1, we posed two research questions: 1. What is the prevalence of P2W gaming among adult Poles? 2. What are the sociodemographic characteristics of P2W gamers in Poland? In Study 2, we posed the following research questions: 1. What are the behavioural patterns of engagement in the game among P2W gamers? 2. Is there a connection between behavioural patterns of playing P2W and symptoms of problem P2W gaming?
Section snippets
Material and methods
The research was conducted on a nationwide sample of adult Poles. The sample was selected based on the PESEL (Personal Identification Number) draw. The stratified sample selection took into account gender, age, size of hometown and geographical location (using the division of Polish territory into nine macro-regions). The study was carried out by the GfK Polonia, the Polish branch of a well-known international public opinion research institute (GfK SE, Nuremberg, Germany), which also ensured
Measures
The survey was carried out using a questionnaire consisting of questions concerning both sociodemographic variables and playing P2W games. The questionnaire mapped the term “P2W gaming” as behavior associated with free computer games made available through a web browser or application on a computer, mobile phone, tablet or social networking site, (…) offering the possibility of paying a fee for the progress of the game, and then respondents were asked about: P2W gaming (In the last 12 months,
Results
The study assessed the prevalence of P2W gaming in Poland and the co-occurrence of sociodemographic variables. The χ2 test with posthoc adjusted standardised residuals (e) assessment as well as the Student's t-test. The analyses were conducted using SPSS v. 25 (IBM Corporation, 2017) statistical software. The following statistics are corrected by post-stratification weighting.
Material and methods
P2W users were selected from a broader sample of Internet gamers. The computer-assisted web interview survey was conducted by the IMAS Internet panel among registered users. The panel has operated in Poland following European Society for Opinion and Marketing Research standards since 2005 based on voluntary paid cooperation, and during the study had over 65,000 registered employees (IMAS International, n.d.). The respondents were rewarded for taking part in the study. Invitations were sent to
Measures
The survey was carried out through an online questionnaire developed by Costes, Kairouz, and Fiedler (2016) as a part of e-GAMES International Research Network (e-GAMES International Research Network, n.d.), parts of which were used to measure groups of variables.
Results
The results obtained indicate that 67.9% (n = 1156) of the respondents made payments in P2W games, while those who spent money to increase their chances in the game accounted for 59.2% of the gamers (n = 1012). Logistic regression was used to check which sociodemographic variables were linked to paying and paying to increase chances in the game. As Study 1 has shown that pay patterns between women and men differ, the current analysis takes into account the interaction of all factors with
Discussion
The aim of the research was to explore problems with gamers' involvement in the type of Internet games of our choice, namely P2W games. We were particularly interested in these games because of the payments associated with them, which allow players to gain an advantage in the game (winning). The payment factor suggests activating certain psychological mechanisms conditioning the involvement in games and making payments, similar to online gambling. A survey conducted on a representative sample
Credit author statement
Bernadeta Lelonek-Kuleta, was responsible for, Conceptualization, Funding acquisition, Methodology, interpretation of data, Project administration, Supervision, Writing - original draft, and review of the manuscript, and contributed to editing of the manuscript. Rafał Piotr Bartczuk, was responsible for, Data curation, Formal analysis, Visualization, and editing of the manuscript, and contributed to, Conceptualization, Methodology, interpretation of data, and Writing - original draft. Michał
Funding sources
The research was funded by a grant from the Ministry of Health, Gambling Problem Solving Fund awarded to The John Paul II Catholic University of Lublin (grant number: 10/HEK/2019).
Declaration of competing interest
None.
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