Social Gaming: Play vs Monetization
INTRODUCTION
With the help of digital communities, the gaming communities have expanded into expansive central hubs for players worldwide to connect, collaborate and compete within games (Goncalves et al. 2023). However, it can be seen in recent years that there has been a shift within the gaming community. The gaming community's emphasis on play and camaraderie has started to become overshadowed by the growing trend of monetization of games. This change poses intriguing questions about the further development of the gaming community along with the impact of commercial interests.
In the beginning, Goncalves et al. (2023) state that the main role of gaming communities is for players to enjoy games together for entertainment purposes. From online forums to interactive game sessions, players are able to experience fictional worlds, complete missions in games and even forge friendships with each other. The rise of monetization in games, however, has created a new trend within the communities, disrupting the usual dynamics where players come together for the pure reason of enjoying games together.
THE EFFECTS OF MONETIZED GAMES
One of the prominent reasons for the shift in social gaming is the popularity of microtransactions and in-game purchases that can be made. Gaming communities are becoming increasingly interconnected with the economic structure of the games. Various virtual currencies, cosmetic skins, and premium items that are being monetized have created a world where the act of playing and gaming is now tied to the act of making financial transactions using real money. According to Markopoulos (2018), the game Clash of Clans uses four types of in-game currencies Gold, Elixir, Dark and Gems, where Gems are the most valuable but can only be purchased with real money. As some players wish to progress faster in the game and level up, they purchase Gems with their real-world money (Markopoulos 2018). As a result, these monetized features have created a dichotomy within the gaming communities, with some players embracing these microtransaction features while other believe that it disrupts the play of the game.
Competitive gaming, better known as e-sports, has also played a part in the monetization of games. Although e-sports has provided a platform for players to showcase their skills and talents in the game and even garner a huge following, the commercialization of these competitions have added a business aspect of it to gaming communities. According to Steinkuehler (2020), sponsorships, advertising deals and prize pools that can cost up to millions have turned e-sports into a profitable industry for businessmen and investors. However, this business model has now blurred the lines between passionate play and profit-driven motives for players and gaming companies alike. Sun (2017) states that the game League of Legends holds the World Championship, one of the biggest e-sports competitions, where the top 16 teams around the world will compete for the massive and enticing prize pool. In 2016, the prize pool for the Worlds Championship was a grand total of $5, 070, 000 (Sun 2017). Due to these changes, there have been debates in the gaming community on the authenticity and purity of e-sports due to commercial influences.
Furthermore, live streaming has also reshaped the dynamics of the gaming communities. According to Johnson (2019), Twitch, a streaming platform, has given rise to content creators who monetize their gameplay through donations, subscriptions and sponsorships. This has allowed players to turn their passion into a substantial profession, it has also changed the communal nature of gaming. The reason for this is that the simple joy of playing games may no longer be the sole reason for players to game, as the aspect of needing to entertain an audience in order to generate revenue now comes into play (Johnson 2019). This then turns the act of playing and gaming into a test of good performance rather than personal enjoyment of the game.
THE POSITIVES OF MONETIZED GAMES
Although monetization has brought new changes and challenges to the gaming communities, it is also essential to recognize that it has brought some positive changes to gaming communities. The financial success of the gaming industry has allowed for higher investments in game development (Ten Pixel Studio 2022). This results in improved quality of games, allowing players to immerse themselves better in games. Moreover, the rising popularity of e-sports has elevated gaming into mainstream entertainment. According to Ponda (2019), e-sports has aided the gaming community in gaining recognition and massive revenue.
In conclusion, the monetization of games has undeniably changed the gaming community, bringing about both positive and negative ones. Thus, striking a balance must be done to ensure that gaming communities can continue to thrive while being able to develop into greater entertainment.
REFERENCES
Goncalves, D, Pais, P, Gerling, K, Guerreiro, T & Rodrigues, A 2023, âSocial gaming: A systematic reviewâ, Computers in Human Behaviour, vol. 147, viewed 25 November 2023, <https://www.sciencedirect.com/science/article/pii/S0747563223002029>.
Markopoulos, P 2018, âThe effect of monetization in the gaming industry. BA (Honours) in Games Thesis. Panagiotis Markopoulosâ, University of the Art London: London College of Communication, viewed 25 November 2023, <https://www.researchgate.net/publication/340983180_The_effect_of_monetization_in_the_gaming_industry_BA_Honours_in_Games_THESIS_Panagiotis_Markopoulos>.
Steinkuehler, C 2020, âEsports research: Critical, empirical, and historical studies of competitive videogame playâ, Sage Journals, vol. 15, no. 1, viewed 25 November 2023, <https://journals.sagepub.com/doi/pdf/10.1177/1555412019836855>.
Sun, Y 2017, âMotivation to play esports: Case of League of Legendsâ, Scholar Commons, viewed 26 November 2023, <https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=5119&context=etd>.
Johnson, MR, Woodcock, J 2019, ââAnd todayâs top donator isâ: How live streamers on twitch.tv monetize and gamify their broadcastsâ, Social Media + Society, viewed 26 November 2023, <https://journals.sagepub.com/doi/pdf/10.1177/2056305119881694>.
Ten Pixel Studio 2022, âWhy game monetization is an important aspect for developers?â, Linkedin, 14 October, viewed 26 November 2023, <https://www.linkedin.com/pulse/why-game-monetization-important-aspect-developers-ten-pixel-studio>.
Ponda, D 2019, âRise of e-sports: How gaming is evolving into a mainstream entertainment medium like no otherâ, India Times, 5 October, viewed 26 November 2023, <https://www.indiatimes.com/technology/rise-of-e-sports-how-gaming-is-evolving-into-a-mainstream-entertainment-medium-like-no-other-377033.html>.











