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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...
Terminology used is generally based on DDI controlled vocabularies: Time Method, Analysis Unit, Sampling Procedure and Mode of Collection, available at CESSDA Vocabulary Service.
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.