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Microtransactions in WoW Research Paper

I have been a dedicated gamer for the majority of my life and have always had a weird relationship with microtransactions. I wondered if others in certain gaming communities felt the same way and wrote a research paper on monetization in WoW. I took out a few sections to make it more accessible. I hope some find this interesting and I would love to know what you think about the accuracy of my conclusions.
Player Perception of Microtransactions and Monetization In World of Warcraft
Introduction
Over the past decade, we have seen the rise of microtransactions and in recent years a complete takeover. Games like DICE’s Star Wars Battlefront 2 were almost ruined by a very aggressive microtransaction system that created a pay to win system. Basing progression on cards that are obtained from purchasing randomized loot crates led to heavy scrutiny by the gaming community and even led to legislative action making loot boxes in games illegal. Microtransaction implementation in this way is what gives them such a bad rap. Some game developers try to take advantage of its players like DICE and some use it to add content that players want. An example of a game that integrates microtransactions well would be Infinity Wards Call of Duty: Modern Warfare. All microtransactions are purely cosmetic and everything in the game can be unlocked without spending any extra money. Whatever your opinion on microtransactions they are a vital role for the gaming industry today. Years back games would be developed, launched, and receive a couple of patches throughout its entire life. But today games are given constant updates and patches and in order for the developers to keep up work on titles, they need to continue making money on games after launch which is where microtransactions come into play. They can keep games alive and prolong their life by allowing developers to focus on patches and updates instead of moving to the next game. This can be seen with titles like Valve’s Counter-Strike or the ever-popular World of Warcraft. These games have been able to survive decades and are still some of the most popular games around. One of the reasons that these games are able to survive for so long is the ability to have a continuous income even though the games have been out since 2012 and 2004 respectively. The idea of this paper is to look at World of Warcraft’s microtransactions and understand the buying habit of players through player feedback and to find out if a subscription model makes players more likely to spend money in-game. I believe that with the subscription model players are less likely to be okay with investing more money into the game as they are already paying to play each month.
Method
Participants
The participants of this study were 10 WoW players ranging from age 17 - 45. There was no incentive given for their voluntary participation.
Procedures
My original procedure was going to be posting a post on the World of Warcraft subreddit asking participants to answer some questions about their microtransaction history in World of Warcraft. However many issues occurred when attempting to post surveys on any subreddit or forum. Mods took them down almost immediately and my multiple attempts to communicate with them and get approval was met with silence.
Instead, I took to the game to do some interviews. I did multiple sessions of about an hour in StormWind. I would start by yelling “Please whisper me to answer some questions on microtransactions!!!! For a writing class”. I found that saying it was for a class made people more interested and willing to talk to me. I would then wait for a response which would sometimes take upwards of 20-30 min of running around and yelling over and over. Once I had a willing participant I would send questions one by one recording each response. Participants were asked general questions such as age, time played in WoW, and highest level character in order to gather information on the demographics of the participants. They were then asked a series of questions regarding their microtransaction spending habits in World of Warcraft. E.x. “Have you ever spent money on microtransactions in WoW?(mounts, boosts, cosmetics, etc.) If so, how much have you spent all together and over the course of what time period?”, “Does paying a subscription to play WoW affect how often or how willing you are to buy microtransactions?” , “Do you think that microtransactions are good or bad for the gaming industry? Why?”. All of these questions were asked to gauge WoW players' perspective on microtransactions as well as to see if the monthly subscription system affected players' spending habits or how much they were willing to spend. All responses were thoroughly analyzed and all nonserious responses were disregarded. In total 10 responses were validated and used in the study.

Discussion
After interviewing with 10 participants one-on-one I have found that players are not immediately put off by the implementation of microtransaction in games and are only against it when they alter the gameplay or give players an advantage. WoW has kept microtransactions as cosmetics only and the majority of participants enjoy the ability to buy items if they have the available funds which seem to be an issue for some given that players have to pay a monthly subscription to play WoW. This leaves some players lacking the cash or drive to purchase additional cosmetic content.
Question 1: Name(or first initial), Gender, Age, Time spent in WoW(estimate), highest level character.
This question was mostly used to get an idea of the demographic of participants in the interview. I originally had issues with this question when I was attempting to post surveys on subreddits. I got many comments thinking that I was trying to steal personal information. I received comments like “Do you want my mother's maiden name and social security number too?”. After I switched to an interview research model I got better results. I was surprised to see that 4 of the 10 participants interviewed were female. The age of participants ranged from 17-45 with the majority of participants in their late 20s to mid-30s. Most of the participants have been playing WoW on and off for a number of years. And all but participant 3 had a max level character.
Question 2: Have you purchased microtransactions in WoW? If so, how much have you spent(estimate)? How often do you purchase microtransactions?
Question 2 had very drastic answers about how much money players spent in WoW. Participants 4 and 5 had never purchased microtransactions in WoW and the other participants ranged from $20 to $500. I think that for the most part it is a financial issue and spending money on something cosmetic that does not affect gameplay is not the best use of money. Some participants however love the game so much that spending more money is a no brainer. Such as participant 7 who has spent $500 and said “I only purchase what I find to be worth the money, Not all mounts/pets/cosmetics are worth their cost”. This participant has a similar mindset to most players and the gaming industry as a whole. Cosmetic microtransactions are the most common form of monetization in video games as seen in “The Changing Face of Desktop Video Game Monetisation: An Exploration of Exposure to Loot Boxes, Pay to Win, and Cosmetic Microtransactions in the Most-Played Steam Games of 2010-2019” by David Zendle, Rachel Meyer and Nick Ballou. Through their research, they saw an increase in the prevalence of cosmetic microtransactions from 8.3% of games containing them in 2010 to 85.8 % of the all-time most played games on Steam containing cosmetic microtransactions. This massive jump along with the decline of pay-to-win microtransactions shows player acceptance of one form of monetization and the rejection of another. I believe that cosmetics are more accepted because they allow players to decide if they have the disposable income, the quality of the product is worth the cost and if they are willing to spend money on cosmetics that do not change the fundamental nature of the game.
Question 3: Does your perspective of a player change if they purchase microtransactions? If so, how does it change?
I was interested in asking this question to participants as I saw in “Microtransactions in AAA Video Games - Are They Really Necessary?” by Edwin L. Phil Tan (2019), that other gamers have a negative perspective towards players if they purchase microtransactions that affect the gameplay in titles such as World of Tanks. I was curious to see if WoW players felt a similar way. I found that all participants did not care if other players purchased microtransactions. Participant 4 said “My usual reaction is ‘Wish I had money to throw away’. I don't judge them for it, people can spend their money however they like”. His explanation explains the majority of responses that I got. WoW players are not worried about other players buying microtransactions as it does not affect their experience with the game and “people are going to find a way to spend money on things that they care about”. However, when WoW microtransactions first came out in 2013 a big worry was that Blizzard was going to implement pay to win features like they did in Diablo 3 at launch. I'm sure that if Blizzard implemented a pay to win system along with the subscription model the game would not have been as successful as it is today and would not have lasted 16 years, the lifetime of some of its players.
Question 4: Do you think that microtransactions are good or bad for the gaming industry? Why?
Overall participants believe that microtransactions are good for the gaming industry when they are implemented correctly. This idea is also prevalent in “Microtransactions in AAA Video Games - Are They Really Necessary?” by Edwin L. Phil Tan (2019). Tan says “ ‘Are microtransactions really necessary in the gaming industry?’ The answer to that would be that there is a time and place for everything. Microtransactions might be beneficial for those working on multiplayer or freemium games where they need the funding to churn out new content periodically to keep players interested. “ (p. 140). This idea works in the context of WoW except for the fact that WoW runs on a subscription model. Participant 2 said “microtransactions are healthy in moderation. It also depends on the company itself.”. He goes on to talk about how WoW doesn't need the extra monetization because they are part of a massive company that has funding and they already get monetization from the game in the form of subscriptions and DLC’s. Participant 4 believes that “ For free games ... I feel as though making a microtransaction every now and again is just to support them”. He believes that microtransactions are good when they are being used in an ethical way to support small developers and free to play games.
Question 5: Does paying a subscription to play WoW affect how often or how willing you are to buy microtransactions?
I originally assumed that a subscription model would make players less willing to spend money in game as they are already spending money monthly just to play the game. Participants 2, 4 and 10 all answered in conjunction with my assumption. Participant 4 responded with “Yes, absolutely I am already paying to play the game and I'm not able to spend more than that.” and participant 10 responded with “ (Paying for subscription) make(s) me unwilling to buy microtransactions, since I am already paying a lot for the game.”. However three participants felt the opposite way. Participant 1 responded “No I love the game so much and have put so much time into it i don't mind spending more”. And participant 3 responded that ”people will spend money on things they enjoy and care about.”. I feel that the limiting factors that keep people from purchasing microtransactions are the amount of disposable income that they are willing to put into the game. Some believe that paying for the subscription is already enough money to put into a game and others who are very invested believe that players will spend money because they love and care about the game and want to have the extra content.
Some limitations of this study were the participant amount and only interviewing players in WoW. I think that if there was a larger participant pool than more data could have been gathered leading to possibly different results. I also think it would have been beneficial to interview players in other games that use similar microtransaction systems to see if opinions vary between games. For future research one could redo the experiment using different games in comparison to WoW to see if they offer different responses or if the history of WoW and its dedicated player base make microtransactions more acceptable.
Reference
Tan, E. (2019). Microtransactions in AAA Video Games – Are They Really Necessary?. Galactica Media: Journal of Media Studies, 1(1), 127-147. https://doi.org/10.24411/2658-7734-2019-00007
Evers, E. R., Ven, N. V., & Weeda, D. (2015). The hidden cost of microtransactions: buying in-game avantages in online games decreases a player’s status.
International Journal of Internet Science. 2015, Vol. 10 Issue 1, p20-36.
Retrieved June 03, 2020, from https://web-a-ebscohost-com.du.idm.oclc.org/ehost/pdfviewepdfviewer?vid=1
Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019. Retrieved June 02, 2020, from https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0232780&type=printable
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New Music Friday: August 21st, 2020

New Music Friday is a new weekly thread dedicated to chronicling all the Album/EP releases that came out this week. This is also a great place to discuss these albums, or bring to our attention other albums released this week.
❓ "this seems intriguing, maybe check it out?"
⭐ "yes im interested in this to some degree"
❤️ "ive been anticipating this for weeks, months and it's finally here"
The Killers - Imploding the Mirage
Label: Virgin EMI
Genre: Heartland Rock, Pop Rock, New Wave
Bright Eyes - Down in the Weeds, Where the World Once Was
Label: Dead Oceans
Genre: Indie Folk, Alt-Country, Indietronica
The Front Bottoms - In Sickness & in Flames
Label: Fueled By Ramen
Genre: Indie Rock, Power Pop
The Lemon Twigs - Songs for the General Public
Label: 4AD
Genre: Pop Rock, Glam Rock, Power Pop
Cut Copy - Freeze, Melt
Label: Cutters
Genre: Synthpop, Indietronica, Ambient Pop
Bully - SUGAREGG
Label: Sub Pop
Genre: Indie Rock, Alternative Rock, Power Pop
No Joy - Motherhood
Label: Joyful Noise
Genre: Noise Pop, Dream Pop, Alternative Dance
Alex Cameron - Miami Memories (EP)
Label: Secretly Canadian
Genre: Minimal Synth
Dent May - Late Checkout
Label: Carpark
Genre: Indie Pop, Sunshine Pop, Psychedelic Pop
Dan Croll - Grand Plan
Label: Communion
Genre: Indie Pop, Singesongwriter
The Notwist - Ship (EP)
Label: Morr Music
Genre: Indie Pop, Indie Rock
Cold War Kids - New Age Norms 2
Label: AWAL Recordings
Genre: Pop Rock, Alternative Rock
Guided by Voices - Mirrored Aztec
Label: self-released
Genre: Indie Rock
Maya Hawke - Blush
Label: Mom+Pop
Genre: Indie Rock, Indie Pop
Alex the Astronaut - The Theory of Absolutely Nothing
Label: Nettwerk Music Group
Genre: Singesongwriter, Indie Pop
Bent Arcana - Bent Arcana
Label: Castle Face
Genre: Psychedelic Rock, Jam Band
Matmos - The Consuming Flame: Open Exercises in Group Form
Label: Thrill Jockey
Genre: Sound Collage, IDM, Experimental
Snow Patrol - The Fireside Sessions (EP)
Label: Polydor
Genre: Pop Rock, Piano Rock
H.C. McEntire - Eno Axis
Label: Merge
Genre: Garage Punk, Post-Punk
Eli Winter - Unbecoming (by Tadevos)
Label: American Dreams
Genre: Instrumental Folk, Singesongwriter
Sneaks - Happy Birthday
Label: Merge
Genre: Minimal Wave, Synthpop, Experimental Hip Hop
Westelaken - The Golden Days are Hard
Label: self-released
Genre: Indie Rock, Alt-Country, "Post-Country"
bambi (Dominic Simper of Tame Impala) - unfolding (EP)
Label: Spinning Top
Genre: Indie Pop, Dream Pop
Pausal - Melatonia
Label: Past Inside the Present
Genre: Ambient, Electronic
Pop Filter (members The Ocean Party) - Banksia
Label: Bobo Integral
Genre: Indie Rock, Indie Pop
The Secret Machines - Awake in the Brain Chamber
Label: TSM Recordings
Genre: Alternative Rock, Indie Rock
Halloweens - Maserati Anxiety Designed (EP)
Label: Super Easy
Genre: Indie Rock, Indie Pop
ShitKid - 20/20 ShitKid
Label: PNKSLM Recordings
Genre: Indie Rock, Lo-Fi Indie
Siv Jakobsen - A Temporary Soothing
Label: U OK?
Genre: Indie Folk, Singesongwriter
Brain Drugs - Brain Drugs
Label: n/a
Genre: Electronic, Experimental
Naked Giants - The Shadow
Label: New West
Genre: Garage Rock, Indie Rock
Rootless - Docile Cobras
Label: Flower Room Records
Genre: "Meditation Music", "Cosmic Pastoral", Ambient
The Cradle - Laughing In My Sleep
Label: NNA Tapes
Genre: Experimental, Noise, Spoken Word
I LIKE TRAINS - KOMPROMAT
Label: n/a
Genre: Post-Punk, Experimental
L.A. WITCH - Play with Fire
Label: Suicide Squeeze
Genre: Garage Psych, Punk Rock
Uay - La Selva
Label: HALFSHELL RECORDS
Genre: Psychedelic Rock, Space Rock
Vita and the Woolf - Anna Ohio
Label: Tender Loving Empire
Genre: Indie Pop, Synthpop
Stick In The Wheel - Hold Fast
Label: n/a
Genre: Indie Folk, Spoken Word
Pictured Resort - Dye It Blue (EP)
Label: Sailyard
Genre: Indie Rock, Indie Pop
Blues Pills - Holy Moly!
Label: Nuclear Blast
Genre: Psychedelic Rock, Heavy Psych, Blues Rock
The Aquabats! - Kooky Spooky...In Stereo!
Label: GLOOPY RECORDS
Genre: Pop Rock, Ska Punk
Thank You, I’m Sorry - I'm Glad We're Friends
Label: Count Your Lucky Stars
Genre: Dream Pop, Indie Rock, Singesongwriter
Mary Bue - The World Is Your Lover
Label: self-released
Genre: Indie Pop, Indie Rock, Piano Pop
Kate Bollinger - A Word Becomes A Sound (EP)
Label: n/a
Genre: Indie Folk, Indie Pop, Singesongwriter
Lewis Del Mar - August
Label: Fader
Genre: Indie Rock, Art Rock
KID DAD - In A Box
Label: Long Branch
Genre: Alternative Rock, Indie Rock
Just Mustard - Live Session (EP)
Label: Pizza Pizza
Genre: Post-Punk, Shoegaze
Paul Molloy (of The Coral) - The Fifth Dandelion
Label: Spring Heeled Records
Genre: Indie Pop, Psychedelic Pop
Old 97’s - Twelfth
Label: ATO
Genre: Alt-Country, Country Rock
various artists - 37d03d MixTape01 (ft. Justin Vernon, Aaron Dessner, Rone and more)
Label: 37d03d
Genre: Indie Folk, Electronic
Oro Swimming Hour - Pteradactyl
Label: Deertone Records
Genre: Indie Folk, Lo-Fi Indie
Chong the Nomad - A Long Walk (EP)
Label: self-released
Genre: Electronic, Glitch Hop
Girl Friday - Androgynous Mary
Label: Hardly Art
Genre: Indie Rock, Post-Punk
Future Teens - Sensitive Sessions (EP)
Label: Triple Crown
Genre: Emo, Indie Rock, Power Pop
Troye Sivan - In A Dream (EP)
Label: Universal Australia
Genre: Synthpop, Electropop, Contemporary R&B
Duckwrth - SuperGood
Label: Republic
Genre: Pop Rap, Hip House
Vardaan Arora - Heartbreak On The Dance Floor (EP)
Label: self-released
Genre: Pop
Maluma - PAPI JUANCHO
Label: Sony Latin
Genre: Reggaeton, Latin Pop
blackbear - everything means nothing*
Label: Interscope
Genre: Contemporary R&B, Pop Rap, Electropop
Erasure - The neon
Label: Mute
Genre: Synthpop, Dance-Pop, Art Pop
Nas - King’s Disease
Label: Mass Appeal
Genre: East Coast Hip Hop, Pop Rap
Vic Mensa - VTAPE (EP)
Label: ROC Nation
Genre: Trap, Boom Bap, Hip Hop
Lecrae - Restoration
Label: Reach
Genre: Pop Rap, Contemporary R&B
❤️ Unleash the Archers - Abyss
Label: Napalm
Genre: Power Metal, Melodic Death Metal, Heavy Metal
Kill the Lights - The Sinner
Label: Fearless
Genre: Melodic Hardcore
Atramentus - Stygian
Label: 20 Buck Spin
Genre: Funeral Doom Metal
Brimstone Coven - Woes Of A Mortal Earth
Label: Ripple
Genre: Stoner Rock, Traditional Doom Metal
Cytotoxin - Nuklearth
Label: Unique Leader
Genre: Brutal Death Metal, Technical Death Metal
Self Hypnosis - Contagion of Despair
Label: Svart
Genre: Doom Metal
The Tangent - Auto Reconnaissance
Label: InsideOut
Genre: Progressive Rock
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