Children’s inmersión in technological consumerism through Gacha video-games

Authors

  • Agustín Linares Pedrero Universidad de Málaga

DOI:

https://doi.org/10.37467/revvisual.v10.4629

Keywords:

Videogame, Gacha, Consumism, Comunication, Smartphone, Addiction, Market

Abstract

Since smartphones burst onto the market with the possibility of incorporating applications and games of high graphical complexity, numerous genres have been reaching the highest levels in the number of downloads. But it is more recently (2020) that a new type of game has established itself at the top of the sales ranking, the so-called gacha games. The controversy over gacha games has been sparked by their explosive growth and their way of monetising revenues for the companies that create them.

Downloads

Download data is not yet available.

References

Ahla, K., Koskinen, E., Paavilainen, J., Hamari, J. y Kinnumen, J. (29 de mayo de 2014). Free-to-Play Games: Professionals’ Perspectives. Actas de Nordic DiGRA. https://bit.ly/3g90eGa

Alexander, B. K. (2012). Addiction: the urgent need for a paradigm shift. Subs Use Misuse, 47(13-14), 1475-1482. https://doi.org/10.3109/10826084.2012.705681 DOI: https://doi.org/10.3109/10826084.2012.705681

Arjona Martín, J. B. y Muñoz del Pozo, V. M. (2020). La consolidación del modelo game-as-a-service en la industria del videojuego. Micropagos, cajas botín y su problemática legal. Revista Inclusiones Especial Congreso internacional comunicación y pensamiento, 7, 229-244. https://bit.ly/3Gwkk8e

Browne, B. (2020). Gambling on games. The Australia Institute. https://bit.ly/3An0XdH

Calderón Arévalo, M. Y., Flores Mejía, G. S., Ruiz Pérez, A., & Castillo Olsson, S. E. (2022). Gamificación en la compresión lectora de los estudiantes en tiempos de pandemia en Perú. Revista De Ciencias Sociales, 28, 63-74. https://doi.org/10.31876/rcs.v28i.38145 DOI: https://doi.org/10.31876/rcs.v28i.38145

Crawford, C. (1982). The art of computer game design. Mc Graw-Hill.

Del barrio, A. (2014). Los adolescentes y el uso de los teléfonos móviles y de videojuegos. INFAD Revista de Psicología, 3(1), 563-570. https://doi.org/10.17060/ijodaep.2014.n1.v3.536 DOI: https://doi.org/10.17060/ijodaep.2014.n1.v3.536

Gainsbury, S., Hing, N., Delfabbro, P. H. y King, F. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14(2), 196-213. https://doi.org/10.1080/14459795.2014.890634 DOI: https://doi.org/10.1080/14459795.2014.890634

García P., Buil P. y Solé M. J. (2016). Consumos de riesgo: menores y juegos de azar online. El problema del “juego responsable”. Política y Sociedad, 53(2), 551-575. https://doi.org/10.5209/rev_POSO.2016.v53.n2.47921 DOI: https://doi.org/10.5209/rev_POSO.2016.v53.n2.47921

García, P., Buil, P. y Solé, M. J. (2015). La regulación publicitaria de los juegos de azar online en España: Una reflexión sobre la protección del menor. Adicciones, 27(3), 198-204. https://doi.org/10.20882/adicciones.706 DOI: https://doi.org/10.20882/adicciones.706

Garzón, A. [@agarzon]. (2022, junio 1). España será pionera en Europa en la regulación de las ‘loot boxes’. Las cajas botín de los videojuegos amenazan con nuevos problemas económicos y de dependencia de juegos de azar entre nuestra juventud. Desde @consumogob impulsamos una ley para proteger a la población. [Tweet]. https://twitter.com/agarzon/status/1531989575828230144

Gatenberg, C. (2 de mayo de 2017). China’s new law forces Dota, League of Legends, and other games to reveal odds of scoring good loot. The Verge. https://bit.ly/3hP2VgH

Griggs, Steven T. (2018). The Psychology of All Addictions (and Pathways to Treatment). A Psychological Corporation, 35-36.

Guerrero-Vaca, D., Granero, R. y Fernández-Aranda, F. (2019). Underlying Mechanism of the Comorbid Presence of Buying Disorder with Gambling Disorder: A Pathways Analysis. J Gambl Stud, 35, 261-273. https://doi.org/10.1007/s10899-018-9786-7 DOI: https://doi.org/10.1007/s10899-018-9786-7

Heimo, O. I., Harviainen, J. T., Kimppa, K. K. y Mäkilä, T. (2018). Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic. Journal of Business Ethics, 153(1), 95-103. http://www.jstor.org/stable/45022802 DOI: https://doi.org/10.1007/s10551-016-3408-z

Martín, S. (6 marzo de 2020). Ludopatía en los videojuegos: las cajas de botín generan adicción. Ccadicciones. https://bit.ly/3Od1N2D

Samarnggoon, K. y Kunkhet, A. (2019). An Investigation of Monetisation Models in Digital Games, Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT-NCON), 64-68. https://doi.org/10.1109/ECTI-NCON.2019.8692277 DOI: https://doi.org/10.1109/ECTI-NCON.2019.8692277

Koeder, M. y Tanaka, E. (2017). Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?, 28th European Regional ITS Conference, Passau 2017, International Telecommunications Society (ITS). https://bit.ly/3tIZACE

Koeder, M., Tanaka, E. y Sugay, P. (2017). Mobile Game Price Discrimination effect on users of Freemium services, 14th Asia-Pacific Regional Conference of the International Telecommunications Society. Calgary: International Telecommunications Society. https://bit.ly/3gjq6PK

McCaffey, M. (2019). The macroproblem of microtransactions. Business Horizons, 62(4), 483-495. https://doi.org/10.1016/j.bushor.2019.03.001 DOI: https://doi.org/10.1016/j.bushor.2019.03.001

Britt, B. C. y Britt, R. K. (2021). From waifus to whales: The evolution of discourse in a mobile game-based competitive community of practice. Mobile Media & Communication, 9(1), 3-29. https://doi.org/10.1177/205015792093 DOI: https://doi.org/10.1177/2050157920934509

Orte, C., Sánchez Prieto, L., Caldevilla-Domínguez, D. y Barrientos-Báez, A. (2020). Evaluation of Distress and Risk Perception Associated with COVID-19 in Vulnerable Groups. International Journal of Environmental Research and Public Health, 20(17), 9207. https://doi.org/10.3390/ijerph17249207 DOI: https://doi.org/10.3390/ijerph17249207

Shibuya, A., Teramoto, M., Shoun, A. y Akiyama, K. (2019). Long-Term Effects of In-Game Purchases and Event Game Mechanics on Young Mobile Social Game Players in Japan. Simulation & Gaming, 50(1), 76-92. https://doi.org/10.1177/1046878118819677 DOI: https://doi.org/10.1177/1046878118819677

Tang, A. C. Y., Lee, P. H., Lam, S. C., Siu, S. C. N., Ye, C. J. y Lee, R. L. (2022). Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults. Frontiers in Psychiatry. https://doi.org/10.3389/fpsyt.2022.940281 DOI: https://doi.org/10.3389/fpsyt.2022.940281

Vaudour, F. y Heinze, A. (2019). Software as a service: Lessons from the video game. Global business and Organizational Excellence, 39(2), 1-87. https://doi.org/10.1002/joe.21982 DOI: https://doi.org/10.1002/joe.21982

Zagal, M. P., Bjork, S. y Lewis, C. (2013). Dark Patterns in the Design of Games. FDG 2013. 8th International Conference on the Foundation of Digital Games. diva2:1043332

Published

2023-02-02

How to Cite

Linares Pedrero, A. . (2023). Children’s inmersión in technological consumerism through Gacha video-games. VISUAL REVIEW. International Visual Culture Review Revista Internacional De Cultura Visual, 15(2), 1–14. https://doi.org/10.37467/revvisual.v10.4629