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Andrew Wilson
As one of my favorite companies in gaming EA has released some of the best games on
modern day consoles. Even though I enjoy the games you release at EA that doesn’t mean you
are immune to criticism. Microtransactions have become a growing issue in video games for
years, and gamers are very frustrated with how often they are being implemented. I have been
playing video games for nearly 12 years now, and I was one of the people that was enticed and
encouraged into spending unnecessary money in games like Fifa and Madden. When I was 13,
I would go around the neighborhood and ask if anyone needed any jobs done. I would take the
majority of the money I made and spend it on Fifa packs, motivated by the cards for Messi and
Ronaldo. Of course, I never received a Ronaldo or Messi card. I only received low level cards
and other useless items that were not worth anything in the game. As a kid, I didn’t realize how
manipulative these card packs could be. You always had me on the edge of my seat praying I
got these rare cards. My chances of receiving Ronaldo in a pack was basically impossible, but
young me didn’t think about those kind of things. Consumers should be informed about what
microtransactions are through a higher game rating or information about them when purchasing
a game.
As I am sure you know now, these kind of microtransactions have been banned in
Belgium in April of 2018 (Gerken). Belgium decided that these kind of purchases were under the
category of gambling in their country. I strongly believe that these kind of purchases are exactly
like gambling. What makes these purchases even worse is that anyone of any age can buy
them, meaning people like 13 year old me fell victim to the manipulative practices that your
company currently puts in your games. In 2017 Ubergizmo reported on a teenager that has
have spent $13,000 on loot boxes, and this resulted on him having to dropout of high school
and get two jobs to recover (Lee). This is the kind of effect that microtransactions can have on
an addictive personality. This person will most likely have to deal with the consequences of his
actions for years. I often hear people say that if you don’t want to deal with microtransactions
then you don’t have to buy the game, which I agree makes sense in theory. An issue comes in
when you look at it this way. Many games are great and I would love to play them, and it would
be a shame to have to miss out on the entire game just because microtransactions exist in it. I
love everything about EA games other than the microtransactions and I want to support your
company, so having us make the choice to not buy a game because of a loot box system
doesn’t seem right. Losing out on $60 from a player is not worth the amount that you get from
loot boxes.
Another argument I hear is that microtransactions lead to a large amount of profit for the
gaming companies, which means that they can create better games with those profits. I totally
agree with the statement if the revenue is coming from a fair and reasonable place. I don’t
consider it a reasonable source of revenue when the money is coming from a service that I and
many other gamers consider gambling, especially when it involves children. You are also
sacrificing the comfort of your customers and fans to make more money off of your releases.
Making the customer happy is one of the most important things you can do. A study done at
U.C. Berkeley researched how buying microtransactions can affect other people view of a
person. Included in the results it says “In one survey and two experimental scenario-studies with
active gamers as participants (total N = 532), we found evidence supporting the idea that a
player using microtransactions will be judged more negatively.” (Evers, de Ven, Weeda) Players
being viewed negatively by their peers is just one of the examples of how it could cause
unhappiness in your player base. I would be on board with your company making a large
amount of money if it came from a legitimate source, but many including me don’t believe that
According to CNBC, your company made 787 million dollars in its third fiscal quarter on
microtransactions (Kim). I am sure that you know this, and I am sure that you have some idea of
how they are affecting the people that play your games. As a gamer, I would love if you could
reevaluate the use of microtransactions in your games. This could mean putting a higher ESRB
rating on games with microtransactions, you could reduce the amount that you put them in your
games, or you could remove them completely. The people that play your games are much more
important than making extra money. Please take some time to reconsider how you implement
microtransactions into your games. The way that I would make a change is to at least inform the
consumer of what these microtransactions are. It is extremely important that kids are not subject
to microtransactions with no information on what they are. They can affect people in a very
negative way, please rethink the way that they are delivered to the players.
Best regards,
Parker Harris
As the gaming industry continues to grow many parents are wondering what affect
games could have on their kids. As someone who grew up gaming, I have experienced first
hand how these games can influence a young minds. One of my biggest issues with the
industry right now is the use of microtransactions to encourage players to spend more money
than in previous years. Microtransactions are in game purchases that can be bought after the
initial purchase or download of a game. With the introduction of a game called Fortnite in 2017,
gaming reached a new level of popularity. With people like Drake and Marshmello publically
playing the game, many people decided to try it out. According to The Wall Street Journal,
Fortnite has reached close to 50 million players in April of 2018 and continues to rise in
popularity (Needleman).
hand how addicting they are and how gaming companies manipulate people into purchasing
them. Mobile games popularized a format of video game called the free-to-play model, where a
game is free to download but includes optional in game purchases. This style has been adopted
by popular gaming companies and has been pushed into games that already cost $60, resulting
in players spending money on the original game and then spending even more money on the
microtransactions. Not only are gamers spending more money on video games, but they are
also being manipulated into purchasing microtransactions. Microtransactions can come in many
forms, including loot boxes and skin purchases(making your character look wacky or different).
Purchasing a loot box means that the player receives randomized items or characters which
vary in rarity. These can tempt players into buying a large amount of loot boxes because they
want that rare item or character. Loot boxes often have a loud noise go off when they are
opened, which is often accompanied by cheering or clapping. A big show is made when
revealing what you got in your loot box, and most of the time the loot box has very non-rare
items. Some games even have you receive duplicates of the same items. These are often
equated to slot machines, with the loud noise and very rare payout. In 2017 Ubergizmo reported
on a teenager reported to have spent $13,000 on loot boxes, and this resulted on him having to
dropout of high school and get two jobs to recover(Lee). Microtransactions are considered by
some to be a form of gambling, and in April of 2018 loot boxes were completely banned in
Belgium. Belgium decided that loot boxes are in violation of their gambling legislation and many
video game content, with males and teens being the majority of sales (Riley). This statistic is
including all people, not just gamers, so it is safely assumed that the percentage of gamers that
have bought microtransactions is an even higher number. It is very easy to purchase a large
amount of microtransactions over a period of time because the price varies from $1-$100, so for
example many people buy a $10 microtransaction once a week, which begins to add up over
time. Microtransactions can be addicting to players and are considered by some as a form of
gambling that is legal for all ages. They should be closely monitored by parents to ensure that
your kids are not drawn in by their flashy appeal and “promising” reward. The best way to do
this is to research to see if the game your son or daughter wants to buy has microtransactions.
Deciding not to take part in this will save them from a form of gambling and save you money.
The next time your child asks you for some money for a small in game purchase, you should
evaluate what they want to purchase and decide for yourself whether it could have any negative
effects.
Best regards,
Parker Harris
Works Cited
-Evers, Ellen R. K., et al. “The Hidden Cost of Microtransactions: Buying In-Game Advantages in
web.b.ebscohost.com.cod.idm.oclc.org/ehost/detail/detail?vid=0&sid=3cfc8a56-909a-49ea-80da-85ff25
d53fd7%40sessionmgr120&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#AN=112227197&db=a
9h.
-Needleman, Sarah E. “How Popular Is ‘Fortnite?’ Headset Sales Nearly Doubled in March”. Wall
www.wsj.com/articles/how-popular-is-fortnite-headset-sales-nearly-doubled-in-march-1524683752.
-Lee, Tyler. “Teen Reportedly Spent Over $13,000 On Microtransactions, Asks EA To Reconsider.
-Gerken, Tom. “Video Game Loot Boxes Declared Illegal under Belgium Gambling Laws. BBC, 26
Apr. 2018”, w
ww.bbc.com/news/technology-43906306.
-Kim, Tae. “Wall Street Is Giddy over EA’s Surging Microtransaction Profits, despite ‘Horrific’ ‘Star
www.cnbc.com/2018/01/31/wall-street-is-giddy-over-eas-surging-microtransaction-profits.html.
-Riley, David. “Latest Report from the NPD Group Provides Insight Into Gamers’ Purchasing,
www.npd.com/wps/portal/npd/us/news/press-releases/2016/latest-report-from-the-npd-group-provides-
insight-into-gamers-purchasing-usage-and-perceptions-of-additional-gaming-content/.