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Payment methods such as lure-to-pay use psychological tricks to lock the player to the game. Whereas pay to pass boring parts or pay to win just use game-external mechanics to make the play easier, and thus intent to, and have consequences other than at least many of the players would want to. This paper is a first stab at the topic from a Moorean just-consequentialist perspective, and in future papers we intend to compare a wider range of philosophical methods, payment methods as well as look into empirical data on players views on the topic.<\/jats:p>","DOI":"10.1145\/2874239.2874258","type":"journal-article","created":{"date-parts":[[2016,1,7]],"date-time":"2016-01-07T14:04:54Z","timestamp":1452175494000},"page":"132-137","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":27,"title":["First dose is always freemium"],"prefix":"10.1145","volume":"45","author":[{"given":"Kai K.","family":"Kimppa","sequence":"first","affiliation":[{"name":"University of Turku"}]},{"given":"Olli I.","family":"Heimo","sequence":"additional","affiliation":[{"name":"University of Turku"}]},{"given":"J. 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