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This study explores the monetisation strategies employed in video games, with a particular focus on Battle Passes and Season Passes, and their potential association with problematic gambling behaviours. Analysing 105 PlayStation 5 titles, we examine the prevalence and structure of these monetisation systems across free-to-play and paid games. Our findings indicate that Battle Passes are predominantly featured in free-to-play games, whereas Season Passes are more common in paid titles. The study also highlights the strong integration of these monetisation models with additional in-game spending mechanisms, such as loot boxes and virtual currency purchases, particularly in games targeting younger audiences.
Drawing from cognitive and behavioural addiction models, we discuss how these monetisation practices may exploit psychological mechanisms such as the sunk cost fallacy, the illusion of control, and the Fear of Missing Out (FOMO). The study further identifies that progression-based reward systems in Battle Passes and exclusive content in Season Passes encourage sustained financial investment and engagement, potentially reinforcing compulsive gaming behaviours.
Our results underscore the need for greater regulation and transparency in the implementation of these monetisation strategies, particularly in games accessible to minors. The research contributes to the growing discourse on the ethical and legal implications of contemporary video game monetisation and its intersection with gambling-like mechanics.