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Microtransactions in WoW Research Paper
Player Perception of Microtransactions and Monetization In World of Warcraft
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.
The participants of this study were 10 WoW players ranging from age 17 - 45. There was no incentive given for their voluntary participation.
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.
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.
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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