Why don’t players like microtransactions in games?

Many gamers in Europe consider game microtransactions “gambling” and do not trust them.

When I tell about the FairWin project in social networks or share pictures and animations created by our artists on Reddit developer forums, I come across the fact that as soon as users learn that we make slots, they express a sharply negative reaction. Many say that we do a bad thing, that the games that we create are designed to rip people off.

Every time we have to explain long that we are not a casino, that we have free games and we do not live off people’s money, that in order to solve the casino “black box” problem, FairWin is creating a gaming platform on the Ethereum blockchain.

It is quite natural that gambling, especially the traditional gambling of online casinos, causes negative emotions in people. This is due to the dishonesty of many online casinos and the gambling addiction. I will not deny the seriousness of these problems, although, in my opinion, the matter is slightly different here.

The fact is that European players are still embarrassed by the presence of microtransactions in games. Accustomed to the pay-to-play model, they perceive payments in any game negatively, whether it’s gambling or a video game. Although, we must admit that the internal monetization of games has long been part of the global video game industry.

The governments of some European countries restrict game monetization, imposing bans on the use of lootboxes.

Some experts note that lootboxes still can not be equated with gambling. Although, to be fair, the very idea of ​​lootboxes was borrowed from Japanese slot machines, where players insert a coin and receive a random prize.

Unlike in casinos, the player will anyway receive a prize buying a lootbox, only that the probability of obtaining some valuable weapons or superpowers is much lower than the chance to get simple colored weapons.

The reverse side of the Europeans’ rejection of game microtransactions is, among other things, obtrusive advertising. The first appearance of advertising in computer games dates back to the 80’s of the last century. Sometimes developers wrap advertising in the form of Easter eggs, for example, placing billboards in games, and sometimes put it into the game content — as is the case with Sims 2, where players can buy furniture in IKEA stores and their characters’ clothes in H&M.

In any case, developers are looking for different ways to monetize games, adjusting to their target audience.

I must say that the attitude towards internal monetization in games is gradually changing. Players begin to realize that microtransactions give developers the ability to survive. And the problem of mistrust, the very same “black box” of lootboxes and online casinos can very well be solved by the blockchain technology, which allows to save game achievements and items and exchange them.

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