Summary information

Study title

Interviews With Parents and Carers in Relation to Digital In-Game Spending and Games Designers Who Develop In-Game Spending Systems, 2022

Creator

Ash, J, Newcastle University
Mills, S, Loughborough University

Study number / PID

856220 (UKDA)

10.5255/UKDA-SN-856220 (DOI)

Data access

Restricted

Series

Not available

Abstract

The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of children and young people who spend money in digital games and have purchased loot boxes (or similar). These interviews explored how parents view their child’s gaming and in-game purchases, how they understand paid reward systems in digital games, and what would help them navigate these systems with their children. The second group are 10 game designers who have experience of designing and developing digital games that contain paid reward systems. The focus here was to investigate how designers make decisions and how they understand the effects paid reward systems have on players. The aim of this data collection was to provide in- depth qualitative evidence of how children and young people engage with, understand, and experience paid reward systems in digital games (across console, mobile, and PC). Commonly called loot boxes, card packs, or spins, these digital items give randomised rewards of uncertain value in exchange for in-game currency purchased with real world money. Their success is largely predicated upon the use of techniques borrowed from regulated gambling to engage players and encourage repeated use of these mechanisms. The motivation for the study was therefore to collect data to investigate the link between paid reward systems in digital games and their relationship to techniques drawn from regulated gambling. These interviews were supplements to video ethnography with 42 families in the North East of England that were conducted in the family home to understand children and young people's practices and activities involving paid reward systems. These files are not uploaded to ReShare due to ethical considerations of recorded footage of children and young people in homes, as per our institutional ethical approval.Gambling style systems in digital games, such as loot boxes, cards, micro-transactions and forms of currency used to purchase game specific...
Read more

Methodology

Data collection period

29/05/2019 - 05/09/2022

Country

United Kingdom

Time dimension

Not available

Analysis unit

Individual
Organization
Family
Family: Household family

Universe

Not available

Sampling procedure

Not available

Kind of data

Text

Data collection mode

The data comprises of qualitative semi-structured interviews with two groups. The first is parents and guardians of children and young people in the North East of England who have used loot boxes and bought in-game content in digital games and apps. Discussions focus on how and when children and young people spend money, and how parents and guardians understand and manage spending. The second group is games designers who create loot boxes and in-game spending systems in a range of games and apps. Here, discussion focuses on the techniques of design in relation to encouraging children and young people to spend money and how effective these techniques are. Sampling procedures involved snowball sampling.

Funding information

Grant number

ES/S006877/1

Access

Publisher

UK Data Service

Publication year

2023

Terms of data access

The UK Data Archive has granted a dissemination embargo. The embargo will end on 29 March 2024 and the data will then be available in accordance with the access level selected.

Related publications

Not available