Rogerian
Dear Mr.Chambers,
I have recently been researching the topic of freemium applications and their effect on the app industry. During my inquiry, I came across your article titled “Where Freemium and ‘Gachapon’ Style Purchases Coincide with Gambling” which you wrote in April 30, 2016. As someone who plays a ‘gachapon’ style freemium game, I was intrigued by the points that you made. I always wondered how these freemium games made so much money and how they changed the app industry, but after reading your article I gained more insight on my topic.
In your article, you assert that ‘gachapon’ style games are similar to gambling. You mention the ways in which game developers manipulate the players, such as disguising gambling by using names like “loot box,” converting real money into a fantasy currency, and rewarding players for continuously playing while punishing those who didn’t. You also comment on how game developers target young men and kids because they are seen as more vulnerable to in-app payments than other demographics. To conclude your article, you suggest that games that utilizes real money gambling along with psychological pressure should not be rated for kids, and that these games should be regulated.
I agree that ‘gachapon’ games correlate with gambling. They both take real money in exchange for a chance to earn something valuable and are both highly addictive. I personally know people who are addicted to freemium games, and I’ve also heard of players, nicknamed “whales,” who spent thousands of dollars in the game. In fact, even I spent money on freemium games, so I experienced how the game developers used psychology to make players like me spend money. There were times when I regretted spending money on the game and vowed never to spend money on it again, only to spend a little more a couple months later.
Although I agree that these freemium games are very similar to gambling, I wonder if these games are actually harmful to the app industry. After all, these apps immensely expand the app industry and brought in a new wave of casual gamers. I also believe that the psychological effects that the games use are quite common in the gaming industry, not just the app industry. Games have been using these psychological effects ever since the beginning, so it's not surprising that freemium games use them too. Freemium games exist to provide entertainment, but they need money in order to do so, which is why they specifically target young audiences.
After I read your article, I gained a better understanding of why people dislike freemium games and how they could be seen as harmful. Your article opened up new ideas for me and made me question these freemium games; and for that, I thank you. However, I am not certain if these games are going to be detrimental or whether they have no up-sides. I hope that you will be able to see this topic in my point of view with an open mind. Maybe my letter can open up your views, as your article did to mine.
Sincerely,
Kevin
I have recently been researching the topic of freemium applications and their effect on the app industry. During my inquiry, I came across your article titled “Where Freemium and ‘Gachapon’ Style Purchases Coincide with Gambling” which you wrote in April 30, 2016. As someone who plays a ‘gachapon’ style freemium game, I was intrigued by the points that you made. I always wondered how these freemium games made so much money and how they changed the app industry, but after reading your article I gained more insight on my topic.
In your article, you assert that ‘gachapon’ style games are similar to gambling. You mention the ways in which game developers manipulate the players, such as disguising gambling by using names like “loot box,” converting real money into a fantasy currency, and rewarding players for continuously playing while punishing those who didn’t. You also comment on how game developers target young men and kids because they are seen as more vulnerable to in-app payments than other demographics. To conclude your article, you suggest that games that utilizes real money gambling along with psychological pressure should not be rated for kids, and that these games should be regulated.
I agree that ‘gachapon’ games correlate with gambling. They both take real money in exchange for a chance to earn something valuable and are both highly addictive. I personally know people who are addicted to freemium games, and I’ve also heard of players, nicknamed “whales,” who spent thousands of dollars in the game. In fact, even I spent money on freemium games, so I experienced how the game developers used psychology to make players like me spend money. There were times when I regretted spending money on the game and vowed never to spend money on it again, only to spend a little more a couple months later.
Although I agree that these freemium games are very similar to gambling, I wonder if these games are actually harmful to the app industry. After all, these apps immensely expand the app industry and brought in a new wave of casual gamers. I also believe that the psychological effects that the games use are quite common in the gaming industry, not just the app industry. Games have been using these psychological effects ever since the beginning, so it's not surprising that freemium games use them too. Freemium games exist to provide entertainment, but they need money in order to do so, which is why they specifically target young audiences.
After I read your article, I gained a better understanding of why people dislike freemium games and how they could be seen as harmful. Your article opened up new ideas for me and made me question these freemium games; and for that, I thank you. However, I am not certain if these games are going to be detrimental or whether they have no up-sides. I hope that you will be able to see this topic in my point of view with an open mind. Maybe my letter can open up your views, as your article did to mine.
Sincerely,
Kevin