National Repository of Grey Literature 3 records found  Search took 0.01 seconds. 
Lottery Premium in Video Gaming Environment
Karhánek, Tomáš ; Šoltés, Michal (advisor) ; Pertold-Gebicka, Barbara (referee)
Gambling, as well as many traditionally physical forms of entertainment, has become popular in a digital form. In the recent years it has found its way to video games. In the environment the gambling element is represented by so called loot box, virtual vessel containing random digital rewards that are in most cases purchasable strictly for real world currency. The writer hypothesizes an existence of a variable, lottery premium, that can help him well explain the decision making process of gambling participants in this environment. The author collects data from the loot box buyers to help him determine the other significant factors influencing the amount of money spent on loot boxes. Using OLS regression he estimates the size and direction of effects of mentioned variables as well as their significance. The lottery premium variable is determined as a significant in terms of the amount spent. Therefore, the author performs a second OLS regression to determine factors influencing size of the lottery premium. The significant variables influencing the amount spent are: age, participation in risk involving activities, searching for the odds of the loot boxes, amount of friends that purchase loot boxes as well, the value of the most expensive item ever received from the loot box, disposable income and...
Microtransactions and their influence over the design of digital games
Urazajeva, Regina ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
This master's thesis describes the use of microtransactions in video games and their influence over the game design, player experience, and virtual goods presentation. The goal was to compare the titles that use different monetization methods (paid and free to play games) and different types of microtransactions (functional and cosmetic), and to identify which parts of those games could be influenced by microtransactions and how. The research focuses on five titles - The Witcher 3: Wild Hunt, Assassin's Creed: Odyssey, Anthem, Warframe a Path of Exile. The first part of the thesis summarises the historical evolution of monetization models used in video games and defines the terms microtransaction, micropayment, virtual goods, or loot box. It also contains a typology of microtransactions, describes their implementation methods, and possible consequences tied to their use. The second part focuses on the analysis of the chosen five games. The research used the following methods - analysis of my own gameplay and mutual comparison of each game. Each game was examined over the course of ten hours, in sessions about 45-60 minutes long - the gameplay was accompanied by video recordings of the gameplay, screenshots, and a journal that contained detailed information about each gaming session. The research...
Legal regulation and taxation of gambling mechanisms in video games
Přibyl, Michal ; Boháč, Radim (advisor) ; Sejkora, Tomáš (referee)
Legal regulation and taxation of gambling mechanisms in video games Abstract In connection with the development and spread of information technologies to most households, new questions arise regarding their legal regulation. The old legal norms cannot keep pace with this development, and therefore a new phenomenon may emerge, which at first glance seems to have been neglected by law. This work explores one of these phenomena of information technology, namely Loot boxes, as a new, modern form of gambling targeted at minors and other vulnerable groups. Some Member States of the European Union, in particular Belgium and the Netherlands, have already reacted correctly to Loot boxes and banned the operation of some Loot boxes on their territory. Other countries, such as the United States, have been talking about regulation for a long time, but it has not yet happened. Loot boxes are internally divided into several types, and for some we cannot talk about gambling. In particular, these are cases where the possibility of buying a Loot box for money or the possibility of selling acquired virtual items for money, or a similar value that can be expressed in money, is completely missing. In my reasonable opinion, some Loot boxes are essentially a game of chance. Despite claims by Loot box operators, many researches...

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