Free-to-play ja loot boxit virtuaaliset esineet videopelien ansaintamallina

Peliala on kokenut viime vuosikymmenen aikana suurta kasvua ja tämän mukana uusi free-to-play ansaintamalli on noussut suosioon. Ensiksi tässä kandidaatintutkielmassa käsitellään kirjallisuuskatsauksen keinoin tätä suurta suosiota saavuttanutta free-to-play-mallia, jossa videopeli itsessään tarjotaa...

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Main Author: Kovanen, Valtteri
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2022
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/83389
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author Kovanen, Valtteri
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Kovanen, Valtteri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Kovanen, Valtteri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Kovanen, Valtteri
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description Peliala on kokenut viime vuosikymmenen aikana suurta kasvua ja tämän mukana uusi free-to-play ansaintamalli on noussut suosioon. Ensiksi tässä kandidaatintutkielmassa käsitellään kirjallisuuskatsauksen keinoin tätä suurta suosiota saavuttanutta free-to-play-mallia, jossa videopeli itsessään tarjotaan kuluttajien saataville ilmaiseksi. Pyrkimyksenä on määrittellä sen keskeisiä ominaisuuksia ja erot perinteiseen videopelien vähittäismyyntiin. Tarkastelun kohteen olivat myös mallin hyödyt ja ongelmat, joita pelinkehittäjien tulee ottaa huomioon hyödyntäessään mallia peleissään. Keskeiseksi kysymykseksi muodostui, kuinka pelinkehittäjät korvaavat pelin ilmaisena tarjoamisesta aiheutuvan tulonmenetyksen muilla keinoilla. Suosituimmaksi menetelmäksi nousi ennen kaikkea pelin sisäinen virtuaalisten esineiden myynti. Näistä virtuaalista esineistä perehdyttiin vielä tarkemmin free-to-play-mallissa yleisiin loot boxeihin, jotka eroavat toimintaperiaatteeltaan muista virtuaalisista esineistä. Loot boxit ovat virtuaalisia laatikoita, joista saatavat esineet arvotaan satunnaisesti. Suhteellisesta yksinkertaisuudestaan huolimatta loot boxit voivat kuitenkin erota pelien välillä huomattavasti toisistaan. Näin ollen ensimmäisenä kartoitettiin loot boxien tärkeimmät ominaisuudet ja variaatiot yrittäen luoda niistä kattava kokonaiskuva. Tämän havainnollistamisen jälkeen etsittiin yhteyttä uhkapelaamiseen ja loot boxien väliltä, tarkastellen kuinka viranomaiset, sekä varsinkin tieteellinen yhteisö ovat suhtautuneet ilmiöön. Empiiriset tutkimukset osoittivat selvän korrelaation uhkapelaamiseen ja loot boxien välillä, joten voitiin suurella varmuudella todeta, että loot boxien rajoittamiselle oli perusteltu tarve. The gaming industry has experienced rapid growth over the past decade and with this, the new free-to-play revenue model has risen in popularity. Firstly, this bachelor's thesis discusses this highly popular free-to-play model by means of a literature review. In free-to-play model the video game itself is made available to consumers for free. The goal is to define model’s key characteristics and differences from traditional video game revenue model. The benefits and problems of the free-to-play model, which game developers should take into account when using the model in their games, were also the subject of the review. The key question become how the game developers compensate the loss of income caused by offering the game for free with other means. Above all, the in game sale of virtual items became the most popular method. In the case of virtual items, loot boxes, which are common in the free-to-play model and differ in their operating principle from other virtual items, were studied in more detail. Loot boxes are virtual boxes from which items are drawn based on chance. Despite their relative simplicity, loot boxes can differ considerably between games. Therefore, the most important features and variations were mapped first, trying to create a comprehensive overall picture of loot boxes. After illustrating this phenomenon, we looked for a connection between gambling and loot boxes, taking a look how the authorities, and especially the scientific community, have reacted to loot boxes. Empirical studies showed a clear correlation between gambling and loot boxes, so it could be stated with great certainty that there was a justified need to restrict loot boxes.
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spellingShingle Kovanen, Valtteri Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina free-to-play loot box virtuaaliset esineet ansaintamalli Tietojärjestelmätiede Information Systems Science 601 uhkapelit videopelit
title Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina
title_full Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina
title_fullStr Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina
title_full_unstemmed Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina
title_short Free-to-play ja loot boxit
title_sort free to play ja loot boxit virtuaaliset esineet videopelien ansaintamallina
title_sub virtuaaliset esineet videopelien ansaintamallina
title_txtP Free-to-play ja loot boxit : virtuaaliset esineet videopelien ansaintamallina
topic free-to-play loot box virtuaaliset esineet ansaintamalli Tietojärjestelmätiede Information Systems Science 601 uhkapelit videopelit
topic_facet 601 Information Systems Science Tietojärjestelmätiede ansaintamalli free-to-play loot box uhkapelit videopelit virtuaaliset esineet
url https://jyx.jyu.fi/handle/123456789/83389 http://www.urn.fi/URN:NBN:fi:jyu-202209304741
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