Microtransactions and Their Usage
Pöppönen, Joona (2022)
Pöppönen, Joona
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060917016
https://urn.fi/URN:NBN:fi:amk-2022060917016
Tiivistelmä
The main idea for this thesis came from the author’s personal knowledge and interest in the gaming in-dustry. The author is strongly interested in studying the ongoing phenomenon of microtransactions. The author actively follows the latest trends and news happening in the industry and has encountered multiple times news or discussions regarding microtransactions. Seeing topics actively brought to daylight re-garding them, the author wanted to figure out how commonly microtransactions are bought and used by active consumers of video games.
This thesis will focus on video games and respectively to microtransactions that are offered in the most newly released games. The objective of this thesis is to study microtransactions, their popularity, and the reasons behind their success. During the research process, qualitative data were collected in form of a questionnaire from the survey participants regarding the usage of microtransactions. Desk research was done to gather and study data through different materials available from various online sources including academic literature and online journal articles.
One of the main research questions is to find out how popular these microtransactions are with the users, where the built questionnaire acted as a tool to gather data towards this question. The thesis also takes a brief look at the present video games market and their popularity in the entertainment industry and looks through the legal aspects affecting them.
Based on the findings it can be pointed out that microtransactions are commonly bought between active users. Players are most willing to pay for a cosmetic form of microtransactions and games where micro-transactions are bought often, are presenting a free-to-play business model.
This thesis will focus on video games and respectively to microtransactions that are offered in the most newly released games. The objective of this thesis is to study microtransactions, their popularity, and the reasons behind their success. During the research process, qualitative data were collected in form of a questionnaire from the survey participants regarding the usage of microtransactions. Desk research was done to gather and study data through different materials available from various online sources including academic literature and online journal articles.
One of the main research questions is to find out how popular these microtransactions are with the users, where the built questionnaire acted as a tool to gather data towards this question. The thesis also takes a brief look at the present video games market and their popularity in the entertainment industry and looks through the legal aspects affecting them.
Based on the findings it can be pointed out that microtransactions are commonly bought between active users. Players are most willing to pay for a cosmetic form of microtransactions and games where micro-transactions are bought often, are presenting a free-to-play business model.