The paper discusses the growing issue of virtual currencies in the gaming industry and their potential to induce problematic spending behaviors among players. It highlights the lack of regulations and player protection mechanisms to address this problem.
The authors conducted interviews with regular game players and identified two key issues: 1) games are often used as a gambling profit tool by companies, and 2) users lose track of how much money they are spending on in-game purchases over time.
To address these concerns, the authors propose a conceptual design for an in-game purchasing module that provides real-time information to users about their spending on virtual items. The key features of the proposed system include:
The authors use a case study involving the mobile game Clash Royale to demonstrate how the proposed system would work in practice. They explain the calculations involved in tracking the conversion between real money, virtual currencies, and in-game items.
The paper concludes that the proposed system has the potential to increase self-awareness among individuals engaged in in-game currency transactions and promote responsible gaming behavior, thereby reducing the risks of gaming addiction. However, the authors acknowledge that further research is needed to fully evaluate the effectiveness of this approach and identify any potential drawbacks or limitations.
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arxiv.org
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by Dennis Barza... at arxiv.org 04-08-2024
https://arxiv.org/pdf/2404.03951.pdfDeeper Inquiries