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The interaction dynamics between players and video games have been extensively studied across various academic disciplines. The video game industry has become the leading sector of the entertainment industry, with global profits surpassing those of the film industry since 2014. The growth in popularity of video games has led to significant changes in monetization strategies. These involve a shift from a purchasing model to a 'freemium' model. In this model, the acquisition of the video game is free, and profits are generated from in-game investments made by the player, such as 'battle passes'. Furthermore, this study analyses 40 games (20 free and 20 paid) that use monetization structures such as 'battle passes' or 'season passes', a topic that has not yet been thoroughly explored in academic literature. The use of extra content in paid games is also discussed. The prevalence and associated risks of these structures are identified and observed. The data shows that pass systems are prevalent and normalized in video games, with 48.89% of free-to-play games and 41.66% of paid games displaying some type of pass. Additionally, all the games analyzed had the option to purchase in-game currency with real money, and there was a high prevalence of loot-box systems, particularly in games aimed at younger audiences (PEGI 3 and PEGI 7).