Next Generation Monetization: Supremacy Goods, Ramin Shokrizade (Journal Response)
Within this article, the reader will be able to a deep dive into the concept of video game monetization, within this article the reader will be able to learn that video game monetization is considered to be a Supremacy good. One example of this is presented in the second par5agraph which states. " Typically hundreds of microtransactions are available to gamers in each title, and in most cases, they can be used to increase the success of players in reaching game objectives relative to those that do not make these microtransaction purchases." this statement in my opinion is considered to be true in many cases, due to the fact that when a player's favorite game comes out and includes microtransaction such as DLC or in story content that the player would want to buy a tan or DLC stories to continue playing the game. Like for example the Assassin's Creed series or the Dead Space series, a better Example The Monster Hunter World storyline. These are just some examples of games that require DLC or micro transactional actions for the players to continue. Another quote from the article that stood out to me is. "Since inter-player interaction is limited in these games, purchases cannot be used to directly harm the play experience of others not spending as much, as in multiplayer microtransaction games. Nonetheless, social network games are designed to foster a certain amount of "hey, look what I did", to create peer competition. Thus the sale of game objectives will act as more mild supremacy good unless peer pressure is intense inside a friend network, in which case you get the "SUV effect" boosting sales." This quote helped me understand somewhat of how microtransactions can be considered as supremacy good.
Files
GD201 Digital Games Prototype
a Game Protottype designated for class
Status | Prototype |
Author | Simon Torres |
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