Mikrotransakce a jejich vliv na design digitálních her
Název práce v češtině: | Mikrotransakce a jejich vliv na design digitálních her |
---|---|
Název v anglickém jazyce: | Microtransactions and their influence over the design of digital games |
Klíčová slova: | mikrotransakce, videohra, digitální hra, monetizační model, virtuální zboží, loot box, herní design, hráčský zážitek |
Klíčová slova anglicky: | microtransactions, video game, digital game, monetisation model, virtual goods, loot box, game design, player experience |
Akademický rok vypsání: | 2016/2017 |
Typ práce: | diplomová práce |
Jazyk práce: | čeština |
Ústav: | Katedra mediálních studií (23-KMS) |
Vedoucí / školitel: | Mgr. Tereza Fousek Krobová, Ph.D. |
Řešitel: | skrytý - zadáno vedoucím/školitelem |
Datum přihlášení: | 04.08.2017 |
Datum zadání: | 04.08.2017 |
Datum a čas obhajoby: | 10.02.2021 08:00 |
Místo konání obhajoby: | Hollar - Smetanovo nábřeží 6,Praha 1 |
Datum odevzdání elektronické podoby: | 05.01.2021 |
Datum proběhlé obhajoby: | 10.02.2021 |
Oponenti: | doc. Mgr. et Mgr. Jaroslav Švelch, Ph.D. |
Kontrola URKUND: |
Seznam odborné literatury |
AGARWAL, Prateek, 2017. Microtransactions In Video Games. Intelligent Economist [online]. [vid. 2020-09-05]. Dostupné z: https://www.intelligenteconomist.com/microtransactions/
ALEXANDRA, Heather, 2017. Loot Boxes Are Designed To Exploit Us. Kotaku [online]. [vid. 2020-12-25]. Dostupné z: https://kotaku.com/loot-boxes-are-designed-to-exploit-us-1819457592 AMERICAN ANTIQUITIES, nedatováno. The Rise and Fall of the Penny Arcade. American Antiquities [online] [vid. 2020-12-28]. Dostupné z: https://www.americanantiquities.com/Journal%20Articles/The%20rise%20and%20fall%20of%20the%20penny%20arcade.html APP STORE, 2020. App Store Review Guidelines - Apple Developer. Apple Developer [online] [vid. 2020-09-06]. Dostupné z: https://developer.apple.com/app-store/review/guidelines/ ARGUELLO, Diego, 2019. Unlivable Wages in Expensive Cities are Plaguing the Video Game Industry. Digital Trends [online] [vid. 2020-09-23]. Dostupné z: https://www.digitaltrends.com/gaming/unlivable-wages-in-expensive-cities-are-plaguing-the-video-game-industry/ COMPUTER HOPE, 2019. What is a ROM Cartridge? Computer Hope [online] [vid. 2020-12-30]. Dostupné z: https://www.computerhope.com/jargon/r/romcartr.htm D’ANASTASIO, Cecilia, 2018. Early Access Means Nothing Anymore. Kotaku [online] [vid. 2020-09-06]. Dostupné z: https://kotaku.com/early-access-means-nothing-anymore-1830026799 DAVIDOVICI-NORA, Myriam, 2014. Paid and Free Digital Business Models Innovations in the Video Game Industry. Digiworld Economic Journal. No. 94(2nd Q. 2014), 83–102. DILLON, Roberto a Ori COHEN, 2013. The evolution of business models in the video game industry. In: Purnendu MANDAL, ed. ICMAC 2013: International Conference on Managing the Asian Century [online]. Singapore: Springer, s. 101–108 [vid. 2020-09-05]. ISBN 978-981-4560-61-0. Dostupné z: doi:http://dx.doi.org/10.1007/978-981-4560-61-0_12 DONOVAN, Tristan, 2010. Replay: The History of Video Games. 1. vyd. Great Britain: Yellow Ant. ISBN 978-0-9565072-0-4. DREUNEN, Joost van, 2011. A Business History of Video Games: Revenue Models from 1980 to Today. In: The Game Behing the Video Game: Business, Regulation, and Society in the Gaming Industry [online]. [vid. 2020-09-05]. Dostupné z: https://www.yumpu.com/en/document/read/26908617/a-business-history-of-video-games-revenue-models-superdata- DUNGEONS & DRAGONS, nedatováno. History: Forty Years of Adventure | Dungeons & Dragons. Dungeons & Dragons [online] [vid. 2020-09-23]. Dostupné z: https://dnd.wizards.com/dungeons-and-dragons/what-dd/history/history-forty-years-adventure DUVERGE, Gabe, 2016. Insert More Coins: The Psychology Behind Microtransactions. Touro University WorldWide [online] [vid. 2020-09-05]. Dostupné z: https://www.tuw.edu/psychology/psychology-behind-microtransactions/ EPSTEIN, Eli, 2015. The evolution of gaming, from the console to the cloud. Mashable [online] [vid. 2020-01-01]. Dostupné z: https://mashable.com/2015/01/08/gaming-tech-ces/ ESA, Entertainment Software Association, 2019. Video Game Industry Commitments to Further Inform Consumer Purchases. Entertainment Software Association [online] [vid. 2020-09-06]. Dostupné z: https://www.theesa.com/perspectives/video-game-industry-commitments-to-further-inform-consumer-purchases/ ESRB, Entertainment Software Rating Board, 2020. Introducing a New Interactive Element: In-Game Purchases (Includes Random Items). ESRB Ratings [online]. [vid. 2020-09-06]. Dostupné z: https://www.esrb.org/blog/in-game-purchases-includes-random-items/ ESRB, Entertainment Software Rating Board, nedatováno. ESRB Game Ratings. ESRB Ratings [online] [vid. 2020a-09-13]. Dostupné z: https://www.esrb.org/ ESRB, Entertainment Software Rating Board, nedatováno. Ratings Guides, Categories, Content Descriptors. ESRB Ratings [online]. [vid. 2020b-09-06]. Dostupné z: https://www.esrb.org/ratings-guide/ EVERS, Ellen, Niels van de VEN a D. WEEDA, 2015. The hidden cost of microtransactions: Buying in-game advantages in online games decreases a player’s status. International Journal of Internet Science. 10(1), 20–36. ISSN 1662-5544. FIG, nedatováno. Pillars of Eternity II: Deadfire – Now Available. Fig [online] [vid. 2020-09-06]. Dostupné z: https://www.fig.co/campaigns/deadfire FRANK, Allegra, 2017. Star Wars Battlefront 2 loot boxes undergo changes, following criticism. Polygon [online] [vid. 2020-09-13]. Dostupné z: https://www.polygon.com/2017/10/31/16581432/star-wars-battlefront-2-loot-boxes-star-cards FRIELING, Jens, 2013. Virtual goods in online worlds: basics, characteristics and monetization [online]. B.m.: Gesellschaft für Informatik e.V. [vid. 2020-09-05]. ISBN 978-3-88579-614-5. Dostupné z: http://dl.gi.de/handle/20.500.12116/20726 GAMEROOM SHOW, nedatováno. Penny Arcade Machines. Gameroom Show [online]. [vid. 2020-09-06]. Dostupné z: https://www.gameroomshow.com/shop/penny-arcade-machines/ GILBERT, Ben, 2020. The world’s biggest video game retailer, GameStop, is dying: Here’s what led to the retail giant’s slow demise. Business Insider [online] [vid. 2020-09-05]. Dostupné z: https://www.businessinsider.com/gamestop-worlds-biggest-video-game-retailer-decline-explained-2019-7 GOG.COM, nedatováno. FCK DRM. FCK DRM [online] [vid. 2020-12-30]. Dostupné z: https://fckdrm.com/ GOOGLE PLAY, 2020. Payments - Play Console Help. Play Console Help [online] [vid. 2020-09-06]. Dostupné z: https://support.google.com/googleplay/android-developer/answer/9858738?hl=en GOSLIN, Austen, 2019. Early access changed everything about games. Polygon [online] [vid. 2020-09-06]. Dostupné z: https://www.polygon.com/2019/11/13/20961896/decade-of-early-access-minecraft-star-citizen-fortnite GOUGH, Christina, 2020a. FIFA 20 & FIFA 21 first month digital sales worldwide. Statista [online] [vid. 2021-01-04]. Dostupné z: https://www.statista.com/statistics/1056508/fifa-first-month-digital-sales/ GOUGH, Christina, 2020b. U.S. computer and video game sales - digital vs. physical 2017. Statista [online] [vid. 2020-09-05]. Dostupné z: https://www.statista.com/statistics/190225/digital-and-physical-game-sales-in-the-us-since-2009/ HALL, Charlie, 2019. Why Minecraft is the most important game of the decade. Polygon [online] [vid. 2020-09-06]. Dostupné z: https://www.polygon.com/2019/11/7/20952214/minecraft-most-important-game-of-the-decade-2010 HAMARI, Juho a Lauri KERONEN, 2017. Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior [online]. 71, 59–69. ISSN 0747-5632. Dostupné z: doi:10.1016/j.chb.2017.01.042 HAMARI, Juho a Vili LEHDONVIRTA, 2010. Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods. International Journal of Business Science & Applied Management. 5(No. 1), 14–29. HAMILTON, Kirk, 2017. In-Game Purchases Poison The Well. Kotaku [online] [vid. 2021-01-03]. Dostupné z: https://kotaku.com/in-game-purchases-poison-the-well-1820844066 HILLIER, Brenna, 2012. Tomb Raider Steam pre-orders offer scaling incentives. VG247 [online]. [vid. 2020-09-06]. Dostupné z: https://www.vg247.com/2012/11/13/tomb-raider-steam-pre-orders-offer-scaling-incentives/ CHALK, Andy, 2015. New evidence of Counter-Strike: Global Offensive match fixing | PC Gamer. PC Gamer [online] [vid. 2020-09-13]. Dostupné z: https://www.pcgamer.com/new-evidence-of-counter-strike-global-offensive-match-fixing/ CHRISTOPHER, Ball a Joseph FORDHAM, 2018. Monetization is the Message: A Historical Examination of Video Game Microtransactions. In: DiGRA 2018 [online]. [vid. 2020-09-05]. Dostupné z: http://www.digra.org/wp-content/uploads/digital-library/DIGRA_2018_paper_195.pdf JONES, Camden, 2020. Oblivion’s Horse Armor DLC Controversy Explained. ScreenRant [online] [vid. 2020-09-12]. Dostupné z: https://screenrant.com/oblivion-horse-armor-dlc-controversy-explained/ JUNE, Laura, 2013. For Amusement Only: the life and death of the American arcade. The Verge [online] [vid. 2020-01-01]. Dostupné z: https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only KALNING, Kristin, 2007. Sure, it’s a cool job. But do games pay? NBCnews.com [online] [vid. 2020-09-23]. Dostupné z: http://www.nbcnews.com/id/18406129/ns/technology_and_science-games/t/sure-its-cool-job-do-games-pay/ KICKSTARTER, nedatováno. Video Games » Most Funded — Kickstarter. Kickstarter [online] [vid. 2020-09-06]. Dostupné z: https://www.kickstarter.com/discover/advanced?sort=most_funded&category_id=35&seed=2629366&page=1 KIM, Tae, 2017. EA’s day of reckoning is here after „Star Wars" game uproar. CNBC [online] [vid. 2020-09-13]. Dostupné z: https://www.cnbc.com/2017/11/28/eas-day-of-reckoning-is-here-after-star-wars-game-uproar.html KOKKONEN, Teemu, 2014. Microtransactions in an Android Game [online]. Joensuu, Finland [vid. 2020-09-05]. Karelia University of Applied Sciences. Dostupné z: https://www.theseus.fi/bitstream/handle/10024/79254/Kokkonen_Teemu.pdf?sequence=1&isAllowed=y KOMOROWSKI, Marlen a Simon DELAERE, 2016. Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture [online]. 11(1), 103–123. ISSN 1744-6716. Dostupné z: doi:10.16997/wpcc.220 KUCHERA, Ben, 2017. Apple adds new rules for loot boxes, requires disclosure of probabilities. Polygon [online] [vid. 2020-09-05]. Dostupné z: https://www.polygon.com/2017/12/21/16805392/loot-box-odds-rules-apple-app-store LEE, Helen A., 2020. Things keep getting worse for Electronic Arts - SVG. SVG.com [online] [vid. 2021-01-04]. Dostupné z: https://www.svg.com/270212/things-keep-getting-worse-for-electronic-arts/ LEHDONVIRTA, Vili, 2009. Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic Commerce Research [online]. 9, 97–113. Dostupné z: doi:10.1007/s10660-009-9028-2 LESLIE, Callum, 2016. The CS:GO gambling scandal: Everything you need to know. Dot Esports [online]. [vid. 2020-09-13]. Dostupné z: https://dotesports.com/counter-strike/news/csgo-gambling-scandal-explained-3545 LINK, King, 2019. A discussion of microtransactions and game design. [online] [vid. 2021-01-03]. Dostupné z: https://www.gamasutra.com/blogs/KingLink/20190222/337221/A_discussion_of_microtransactions_and_game_design.php MAKENA, Kelly, 2019a. How loot boxes hooked gamers and left regulators spinning - The Verge. The Verge [online]. [vid. 2020-12-25]. Dostupné z: https://www.theverge.com/2019/2/19/18226852/loot-boxes-gaming-regulation-gambling-free-to-play MAKENA, Kelly, 2019b. Nintendo, Microsoft, and Sony commit to disclose drop rates for loot boxes. The Verge [online] [vid. 2020-09-05]. Dostupné z: https://www.theverge.com/2019/8/7/20758626/nintendo-microsoft-sony-loot-box-drop-rate-disclosure-video-games MAKUCH, Eddie, 2018. Microtransactions, Explained: Here’s What You Need To Know. GameSpot [online] [vid. 2020-09-05]. Dostupné z: https://www.gamespot.com/articles/microtransactions-explained-heres-what-you-need-to/1100-6456995/ MARCHAND, Andre a Thorsten HENNIG-THURAU, 2013. Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities. Journal of Interactive Marketing [online]. 27(3), 141–157. Dostupné z: doi:https://doi.org/10.1016/j.intmar.2013.05.001 MASTERS, Nick a Kieran NEWTON, 2019. Tech Disruption (Part 1) – Video Game Streaming Services | IBISWorld Industry Insider. IBISWorld [online] [vid. 2020-09-05]. Dostupné z: https://www.ibisworld.com/industry-insider/analyst-insights/tech-disruption-part-1-video-game-streaming-services-in-the-us/ MCCAFFREY, Matthew, 2018. EA’s Failed In-Game Moneymaking Strategy Proves that Consumers Remain the Most Effective Regulators of Markets | Matthew McCaffrey [online] [vid. 2021-01-04]. Dostupné z: https://fee.org/articles/eas-failed-in-game-moneymaking-strategy-proves-that-consumers-remain-the-most-effective-regulators-of-markets/ MCCAFFREY, Matthew, 2019. The Macro Problem of Microtransactions: The Self-Regulatory Challenges of Video Game Loot Boxes [online]. SSRN Scholarly Paper ID 3309612. Rochester, NY: Social Science Research Network [vid. 2020-09-05]. Dostupné z: https://papers.ssrn.com/abstract=3309612 MEER, Alec, 2017. Star Wars Battlefront 2 turns off microtransactions, but don’t get cocky. Rock, Paper, Shotgun [online]. [vid. 2021-01-03]. Dostupné z: https://www.rockpapershotgun.com/2017/11/17/battlefront-2-microtransactions-temporarily-disabled/ M&P AMUSEMENT, nedatováno. The History & Evolution of Arcade Gaming. M&P Amusement [online] [vid. 2020-09-06]. Dostupné z: https://mpamusement.com/pages/the-evolution-of-arcade-gaming NASAW, David, 1999. Going out: the rise and fall of public amusements. 1. vyd. Cambridge, Mass.; London: Harvard University Press. ISBN 978-0-674-35622-1. O’CONNOR, Alice, 2020. Watch Dogs: Legion sells in-game cash for real money. Rock, Paper, Shotgun [online]. [vid. 2021-01-03]. Dostupné z: https://www.rockpapershotgun.com/2020/10/29/watch-dogs-legion-sells-in-game-cash-for-real-money/ OSATHANUNKUL, Chin, 2015. A classification of business models in video game industry. International Journal of Management Cases. 17(1), 35. PALUMBO, Alessio, 2017. PEGI on Loot Boxes: We Can’t Define What’s Gambling, Only A Gambling Commission Can. Wccftech [online] [vid. 2020-09-06]. Dostupné z: https://wccftech.com/pegi-loot-boxes-cant-define-gambling/ PARKER, Jason, 2017. Why a Star Wars game is making Reddit really mad. CNET [online] [vid. 2020-09-13]. Dostupné z: https://www.cnet.com/news/star-wars-battlefront-ii-reddit-micro-transactions/ PEARSON, Dan, 2016. Prominent YouTubers revealed as owners of controversial CS:GO gambling site. GamesIndustry.biz [online] [vid. 2021-01-04]. Dostupné z: https://www.gamesindustry.biz/articles/2016-07-04-cs-go-gambling-scandal-deepens-as-prominent-youtubers-revealed-as-site-owners PEGI, Pan European Game Information, 2018. PEGI announces new content descriptor: in-game purchases | Pegi Public Site. PEGI [online] [vid. 2020-09-06]. Dostupné z: https://pegi.info/news/new-in-game-purchases-descriptor PEGI, Pan European Game Information, nedatováno. Home | Pegi Public Site. PEGI [online] [vid. 2020-09-13]. Dostupné z: https://pegi.info/ PERROTA, Matthew, 2020. Business Models of Video Games: Past, Present, and Future. Medium [online] [vid. 2020-09-05]. Dostupné z: https://medium.com/@mjperrotta46/business-models-of-video-games-past-present-and-future-2b2aafe8ade1 PLANTE, Chris, 2018. Assassin’s Creed Odyssey’s best feature costs an extra 10 bucks. Polygon [online] [vid. 2021-01-03]. Dostupné z: https://www.polygon.com/2018/10/4/17936292/assassins-creed-odyssey-xp-boost-price PLAYSTATION, nedatováno. Systém PlayStation 5 přichází. PlayStation [online] [vid. 2020-12-28]. Dostupné z: https://www.playstation.com/cs-cz/ps5/ PLUNKETT, Luke, 2015. Stop Preordering Video Games. Kotaku [online] [vid. 2020-09-06]. Dostupné z: https://kotaku.com/stop-preordering-video-games-1713802537 RISHABH, B., 2020. Why EA’s popularity seems to be on the decline of late [online] [vid. 2021-01-04]. Dostupné z: https://www.sportskeeda.com/esports/how-ea-went-become-one-disliked-companies-gaming-industry SASSON, Shai, 2015. How To Build A Smart Game Economy. TechCrunch [online]. [vid. 2021-01-04]. Dostupné z: https://social.techcrunch.com/2015/08/05/how-to-build-a-smart-game-economy/ SCHREIER, Jason, 2017a. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. 1. vyd. B.m.: Harper Paperbacks. ISBN 978-0-06-265123-5. SCHREIER, Jason, 2017b. ESRB Says It Doesn’t See „Loot Boxes" As Gambling. Kotaku [online] [vid. 2020-09-06]. Dostupné z: https://kotaku.com/esrb-says-it-doesnt-see-loot-boxes-as-gambling-1819363091 SCHREIER, Jason, 2018. A Long And Hopefully Interesting Conversation About Microtransactions. Kotaku [online] [vid. 2021-01-03]. Dostupné z: https://kotaku.com/a-long-and-hopefully-interesting-conversation-about-mic-1829687571 SCHWIDDESSEN, Sebastian a Philipp KARIUS, 2018. Watch your loot boxes! – Recent developments and legal assessment in selected key jurisdictions from a gambling law perspective. Interactive Entertainment Law Review [online]. 1(1), 17–43. ISSN 2515-3870, 2515-3889. Dostupné z: doi:10.4337/ielr.2018.01.02 SINCLAIR, Brendan, 2019. Google Play mandates odds disclosure for loot boxes. GamesIndustry.biz [online] [vid. 2020-09-06]. Dostupné z: https://www.gamesindustry.biz/articles/2019-05-30-google-play-mandates-odds-disclosure-for-loot-boxes STEAM, 2020. The Best of 2020. Steam [online] [vid. 2021-01-04]. Dostupné z: https://store.steampowered.com/news/app/593110/view/2904223825295910214 STEAM, nedatováno. EA SPORTSTM FIFA 21 on Steam [online] [vid. 2021a-01-04]. Dostupné z: https://store.steampowered.com/app/1313860/EA_SPORTS_FIFA_21/ STEAM, nedatováno. Introducing Early Access. Steam [online] [vid. 2020b-09-06]. Dostupné z: https://store.steampowered.com/earlyaccessfaq/ TAN, Nicholas, 2012. Dishonored Pre-Order Retailer Bonuses Detailed. GameRevolution [online] [vid. 2020-09-06]. Dostupné z: https://www.gamerevolution.com/news/2997-dishonored-preorder-retailer-bonuses-detailed TASSI, Paul, 2020. BioWare Says No More Full ‘Anthem’ Seasons As Work On ‘Longer-Term Redesign’ Continues. Forbes [online] [vid. 2021-01-01]. Dostupné z: https://www.forbes.com/sites/paultassi/2020/02/10/bioware-says-no-more-full-anthem-seasons-as-work-on-longer-term-resdesign-continues/ TECHCRUNCH, 2009. Kickstarter Launches Another Social Fundraising Platform. TechCrunch [online]. [vid. 2020-09-06]. Dostupné z: https://social.techcrunch.com/2009/04/29/kickstarter-launches-another-social-fundraising-platform/ THE DIGITAL, CULTURE, MEDIA AND SPORT COMITTEE, 2019. Immersive and addictive technologies - House of Commons [online]. B.m.: House of Commons; UK Parliament [vid. 2021-01-04]. Dostupné z: https://publications.parliament.uk/pa/cm201719/cmselect/cmcumeds/1846/184601.htm THRUELSEN, Jakob, 2020. How Star Wars Battlefront II had one of gaming’s biggest comebacks - Eye of the Tiger. Eye of the Tiger News [online]. [vid. 2020-12-30]. Dostupné z: https://eyeofthetigernews.com/17691 TOMIĆ, Nenad, 2017. Effects of micro transactions on video games industry. Megatrend revija ~ Megatrend Review [online]. 14(No. 3), 239–258. Dostupné z: doi:10.5937/MEGREV1703239T TOMIĆ, Nenad, 2018. Economic Model of Microtransactions in Video Games. Journal of Economic Science Research [online]. 01(01), 17–23. Dostupné z: doi:https://doi.org/ 10.30564/jesr.v1i1.439 TOM_SECTION F, 2017. Disruption of Video Game Retailers. HBS Digital Initiative [online] [vid. 2020-09-05]. Dostupné z: https://digital.hbs.edu/platform-rctom/submission/disruption-of-video-game-retailers/ TOTILO, Stephen, 2012. The Strange, Scary, Fascinating, Exciting Future of Video Games, According to A Giant. Kotaku [online] [vid. 2020-09-06]. Dostupné z: https://kotaku.com/the-strange-scary-fascinating-exciting-future-of-vid-5919847 TOTILO, Stephen, 2020. Ubisoft Waits A Month To Start Selling XP Booster For Assassin’s Creed Valhalla. Kotaku [online] [vid. 2021-01-03]. Dostupné z: https://kotaku.com/ubisoft-waits-a-month-to-start-selling-xp-booster-for-a-1845886452 UBISOFT SUPPORT, nedatováno. Acquiring Helix Credits. Ubisoft Support [online] [vid. 2021-01-02]. Dostupné z: http://support.ubisoft.com/en-Gb/Article/000062719?isSso=true&refreshStatus=noLoginData VALENTINE, Rebekah, 2020. EA faces yet another class-action lawsuit connected to loot boxes. GamesIndustry.biz [online] [vid. 2021-01-04]. Dostupné z: https://www.gamesindustry.biz/articles/2020-11-11-ea-faces-yet-another-class-action-lawsuit-over-alleged-use-of-dynamic-difficulty-adjustment VAUDOUR, Fanny a Aleksej HEINZE, 2020. Software as a service: Lessons from the video game industry. Global Business and Organizational Excellence [online]. 39(2), 31–40. ISSN 1932-2062. Dostupné z: doi:10.1002/joe.21982 WELCH, Chris, 2013. Steam Early Access lets gamers buy and play titles still in development. The Verge [online] [vid. 2020-09-06]. Dostupné z: https://www.theverge.com/2013/3/20/4128644/steam-early-access-buy-and-play-games-still-in-development WILDE, Thomas, 2020. Analysis: In 9th console generation, Microsoft, Sony, and Nintendo aren’t playing the same game. GeekWire [online] [vid. 2020-09-11]. Dostupné z: https://www.geekwire.com/2020/analysis-9th-console-generation-microsoft-sony-nintendo-arent-playing-game/ WINKIE, Luke, 2020. Here’s How Loot Box & Microtransaction Addiction Destroys Lives. IGN.com [online]. [vid. 2021-01-04]. Dostupné z: https://www.ign.com/articles/heres-how-loot-box-addiction-destroys-lives ZAGAL, José P., Staffan BJÖRK a Chris LEWIS, 2013. Dark patterns in the design of games. In: FDG. |
Předběžná náplň práce |
Je mnoho oblastí, na které mohou mít mikrotransakce zásadní vliv – ať už se jedná o globální podobu herního trhu a jeho fungování, sociální aspekt hráčské komunity, kdy mohou zásadně ovlivnit vztah hráčů ke hře, případně vztahy hráčů mezi sebou, nebo o celkovou stavbu a tvorbu hry. Mikrotransakce do her vnášejí nový neprozkoumaný prvek, který může svým způsobem zásadně ovlivnit rovnováhu herního světa, v horším případě ji dokonce rozbít a narušit integritu herního zážitku.
V rámci své diplomové práce bych problematiku mikrotransakcí ráda prozkoumala hlouběji a podívala se převážně na to, zda a jaký vliv mají mikrotransakce na design digitálních her, jejich stavbu, vyváženost a zpracování a také na následnou hráčskou recepci – na příkladu několika konkrétních her se zaměřím hlavně na následující prvky: - gameplay a herní zážitek jako takový (dotknu se termínů jako difficulty spikes nebo pay-to-win) - herní UI (user interface) a způsob prezentace herního obchodu a jeho nabídky - přístup k monetizaci (strategie tvorby cen herního zboží a cenová politika, složení základní nabídky herních předmětů) - recepce hry (kritické články a analýzy, recenze a hráčská fóra) U těchto prvků se budu věnovat způsobům jejich aplikace na vybrané hry. Zmíněné prvky a jejich aplikace popíšu, porovnám přístupy ke způsobu implementace mikrotransakcí v jednotlivých hrách, kriticky zhodnotím jejich roli v herním celku a zároveň nastíním potenciální problémy, vyplývající z použití mikrotransakcí. Podívám se také, jestli hry jednají s hráčem fér nebo zda existují rozdíly v přístupu k platícím a neplatícím hráčům, případně zda existují zásadní rozdíly v herním zážitku. V neposlední řadě porovnám souvislosti mezi tím, jakým způsobem jsou mikrotransakce do hry zapojené, jak jsou prezentované vydavatelem případně autory hry a jak jsou tyto hry a mikrotransakce v nich následně vnímány veřejností. |
Předběžná náplň práce v anglickém jazyce |
Microtransactions can influence many areas – be it a global state of the video game industry, social aspects of the gaming community, or an overall build and creation of the game itself. Microtransactions bring into games a new unexplored element that can fundamentally influence the balance of the game's world and, in the worst case, even break it and disrupt the integrity of players' experience.
In this thesis, I would like to explore microtransactions on a deeper level and focus mostly on if and what influence microtransactions can have on the design of video games, their balance, how they are built, and on the following reception by players. I will be exploring several games and focus on the following elements: - gameplay and player's experience - the game's UI and presentation of virtual goods - ways of monetization - game's reception |