{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,16]],"date-time":"2026-01-16T14:13:19Z","timestamp":1768572799669,"version":"3.49.0"},"reference-count":53,"publisher":"IGI Global","issue":"1","license":[{"start":{"date-parts":[[2025,4,19]],"date-time":"2025-04-19T00:00:00Z","timestamp":1745020800000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"},{"start":{"date-parts":[[2025,4,19]],"date-time":"2025-04-19T00:00:00Z","timestamp":1745020800000},"content-version":"am","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"},{"start":{"date-parts":[[2025,4,19]],"date-time":"2025-04-19T00:00:00Z","timestamp":1745020800000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/deed.en_US"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2025,4,19]]},"abstract":"<p>This article examines monetization in video games, with a focus on battle and season passes, their risks and their presence, in videogames aimed at minors. Through the analysis of 105 PlayStation 5 titles, this study explored the prevalence of these monetization systems in free-to-play and paid games, along with their impact on game dynamics and player behavior. The findings revealed a significant uptake of battle passes in free-to-play games and a preference for season passes in paid games. These results of this research suggest a worrying connection between aggressive monetization and problematic gaming practices, particularly in titles aimed at young audiences. This study contributes to an understanding of contemporary monetization strategies and their potential impact on young gamers.<\/p>","DOI":"10.4018\/ijcbpl.373711","type":"journal-article","created":{"date-parts":[[2025,4,19]],"date-time":"2025-04-19T05:48:16Z","timestamp":1745041696000},"page":"1-18","source":"Crossref","is-referenced-by-count":0,"title":["Where Do We Fall, Guys?"],"prefix":"10.4018","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-7730-8527","authenticated-orcid":true,"given":"Jes\u00fas C.","family":"Aguerri","sequence":"first","affiliation":[{"name":"Psychology and Sociology Department, University of Zaragoza, Spain"}]},{"ORCID":"https:\/\/orcid.org\/0009-0006-1866-5889","authenticated-orcid":true,"given":"Aiala Tejada Garc\u00eda","family":"De Garayo","sequence":"additional","affiliation":[{"name":"CR\u00cdMINA Research Center for the Study and Prevention of Crime, Miguel Hern\u00e1ndez University of Elche, Spain"}]}],"member":"2432","reference":[{"key":"IJCBPL.373711-0","doi-asserted-by":"publisher","DOI":"10.1016\/j.ctim.2018.05.003"},{"key":"IJCBPL.373711-1","unstructured":"Ahonen, A. (2022). Player perceptions of loot boxes and battle passes [Master\u2019s thesis, Tampere University]. Trepo. https:\/\/trepo.tuni.fi\/handle\/10024\/139478"},{"key":"IJCBPL.373711-2","doi-asserted-by":"crossref","unstructured":"Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical acclaim and commercial success in mobile free-to-play games. Proceedings of the 1st International Joint Conference of DiGRA and FDG. https:\/\/www.researchgate.net\/publication\/306090845","DOI":"10.26503\/dl.v2016i1.763"},{"key":"IJCBPL.373711-3","doi-asserted-by":"publisher","DOI":"10.1176\/appi.books.9780890425596"},{"key":"IJCBPL.373711-4","unstructured":"Arora, K. (2023, Nov 17). Council Post: The gaming industry: A behemoth with unprecedented global reach. Forbes. https:\/\/www.forbes.com\/councils\/forbesagencycouncil\/2023\/11\/17\/the-gaming-industry-a-behemoth-with-unprecedented-global-reach\/2"},{"key":"IJCBPL.373711-5","unstructured":"Bandeira Romao Tome, N. (2021). Presence and effects of loss aversion in an adventure video game. [Master\u2019s thesis, University of Saskatchewan]. HARVEST. https:\/\/harvest.usask.ca\/handle\/10388\/13482"},{"key":"IJCBPL.373711-6","doi-asserted-by":"publisher","DOI":"10.1046\/j.1360-0443.2002.00015.x"},{"key":"IJCBPL.373711-7","doi-asserted-by":"publisher","DOI":"10.1016\/j.addbeh.2019.04.009"},{"key":"IJCBPL.373711-8","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2016.09.055"},{"key":"IJCBPL.373711-9","unstructured":"Carraso, A. (2023). The feeling of control: The psychology behind immersive controls in video games and their real-world effects. [Senior project, Bard College]. Bard Digital Commons.https:\/\/digitalcommons.bard.edu\/senproj_s2023\/134\/"},{"key":"IJCBPL.373711-10","unstructured":"Cerulli-Harms, A. (2020, Jul 16). Loot boxes in online games and their effect on consumers, in particular young consumers. Think Tank, European Parliament. https:\/\/www.europarl.europa.eu\/thinktank\/en\/document\/IPOL_STU(2020)652727"},{"key":"IJCBPL.373711-11","doi-asserted-by":"publisher","DOI":"10.3390\/ijerph17144996"},{"key":"IJCBPL.373711-12","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2014.05.005"},{"key":"IJCBPL.373711-13","author":"R. B.Cialdini","year":"2009","journal-title":"Influence: The psychology of persuasion"},{"key":"IJCBPL.373711-14","doi-asserted-by":"publisher","DOI":"10.1016\/j.entcom.2020.100393"},{"key":"IJCBPL.373711-15","unstructured":"Dastakeer, I. (2024). Innovating ethical monetization for profitable and engaging games. [Bachelor\u2019s thesis, Haaga-Helia University of Applied Sciences]. Theseus. https:\/\/www.theseus.fi\/handle\/10024\/867607"},{"key":"IJCBPL.373711-16","doi-asserted-by":"publisher","DOI":"10.1016\/j.explore.2013.12.008"},{"key":"IJCBPL.373711-17","unstructured":"Entertainment Software Association. (2024). 024 Essential Facts About the U.S. Video Game Industry. https:\/\/www.theesa.com\/resources\/essential-facts-about-the-us-video-game-industry\/2024-data\/"},{"key":"IJCBPL.373711-18","doi-asserted-by":"publisher","DOI":"10.1098\/rsos.220111"},{"key":"IJCBPL.373711-19","unstructured":"European Parliament. (2023). European Parliament resolution of 18 January 2023 on consumer protection in online video games: a European single market approach (2022\/2027(INI)) [Resolution No. TA-9-2023-0008]. https:\/\/www.europarl.europa.eu\/doceo\/document\/TA-9-2023-0008_EN.html"},{"key":"IJCBPL.373711-20","doi-asserted-by":"publisher","DOI":"10.1016\/j.teler.2023.100100"},{"key":"IJCBPL.373711-21","doi-asserted-by":"publisher","DOI":"10.5152\/ADDICTA.2023.23001"},{"key":"IJCBPL.373711-22","doi-asserted-by":"publisher","DOI":"10.1080\/14659890500114359"},{"key":"IJCBPL.373711-23","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0232318"},{"key":"IJCBPL.373711-24","doi-asserted-by":"publisher","DOI":"10.1080\/13527266.2016.1234504"},{"key":"IJCBPL.373711-25","doi-asserted-by":"publisher","DOI":"10.1386\/jgvw_00011_1"},{"key":"IJCBPL.373711-26","doi-asserted-by":"publisher","DOI":"10.1177\/1469540521993930"},{"key":"IJCBPL.373711-27","doi-asserted-by":"publisher","DOI":"10.2307\/1914185"},{"key":"IJCBPL.373711-28","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2019.07.017"},{"key":"IJCBPL.373711-29","doi-asserted-by":"publisher","DOI":"10.1111\/add.14286"},{"key":"IJCBPL.373711-30","doi-asserted-by":"publisher","DOI":"10.1556\/2006.6.2017.050"},{"key":"IJCBPL.373711-31","doi-asserted-by":"publisher","DOI":"10.1016\/j.jaac.2021.12.003"},{"key":"IJCBPL.373711-32","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2021.106963"},{"key":"IJCBPL.373711-33","doi-asserted-by":"publisher","DOI":"10.1037\/0022-3514.32.2.311"},{"key":"IJCBPL.373711-34","unstructured":"Lehtm\u00e4ki, E. (2021). Analysing the changes in monetization of games in the 21st century [Bachelor\u2019s thesis, Metropolia University of Applied Sciences]. Theseus. https:\/\/urn.fi\/URN:NBN:fi:amk-2021052812358"},{"key":"IJCBPL.373711-35","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2021.761519"},{"key":"IJCBPL.373711-36","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.11.027"},{"key":"IJCBPL.373711-37","doi-asserted-by":"publisher","DOI":"10.13140\/RG.2.2.36666.54721"},{"key":"IJCBPL.373711-38","doi-asserted-by":"publisher","DOI":"10.52461\/pjap.v3i1.1283"},{"issue":"4","key":"IJCBPL.373711-39","first-page":"288","article-title":"Information about objective probability of a lottery and the illusion of control.","volume":"51","author":"M.Polak","year":"2020","journal-title":"Polish Psychological Bulletin"},{"key":"IJCBPL.373711-40","unstructured":"Richard, J., Abarbanel, B., & Derevensky, J. (2021). Loot boxes in video games: A scoping review of associated sociodemographic and psychological characteristics. [Conference presentation]. Concordia Interactive Symposium 2021: Gam(bl)ing \u2013 Commodification of Leisure in the Digital Era, Montreal, QC, Canada. https:\/\/www.researchgate.net\/publication\/352222766_Loot_Boxes_in_Video_Games_A_Scoping_Review_of_Associated_Sociodemographic_and_Psychological_Characteristics"},{"key":"IJCBPL.373711-41","doi-asserted-by":"publisher","DOI":"10.1016\/j.addbeh.2022.107238"},{"key":"IJCBPL.373711-42","unstructured":"S\u00e1nchez-Vallejo, M. A. (2023, Oct 13). Microsoft completa la compra de la firma de videojuegos Activision tras superar las trabas del regulador brit\u00e1nico. El Pa\u00eds. https:\/\/elpais.com\/economia\/2023-10-13\/microsoft-completa-la-compra-de-la-firma-de-videojuegos-activision-tras-superar-las-trabas-del-regulador-britanico.html"},{"key":"IJCBPL.373711-43","doi-asserted-by":"publisher","DOI":"10.36131\/cnfioritieditore20230601"},{"key":"IJCBPL.373711-44","doi-asserted-by":"publisher","DOI":"10.17705\/1CAIS.04402"},{"key":"IJCBPL.373711-45","unstructured":"Sifri, D. (2022). The effects of video games on developing children and adolescents: A systematic review examined through the biopsychosocial lens [Doctoral dissertation, Pepperdine University]. ProQuest Dissertations & Theses Global. https:\/\/www.proquest.com\/openview\/10ba293dfc288a317c6c50fb8548ad40\/1?pq-origsite=gscholar&cbl=18750&diss=y"},{"key":"IJCBPL.373711-46","doi-asserted-by":"publisher","DOI":"10.2307\/j.ctv1hp5hqw"},{"key":"IJCBPL.373711-47","unstructured":"Sowole, M. (2023). Unlocking the battle pass: Broadening the scope of video game gamification. [Master\u2019s thesis, Malm\u00f6 University]. DiVA portal. https:\/\/urn.kb.se\/resolve?urn=urn:nbn:se:mau:diva-61333"},{"key":"IJCBPL.373711-48","doi-asserted-by":"publisher","DOI":"10.1111\/1467-8721.00191"},{"key":"IJCBPL.373711-49","doi-asserted-by":"publisher","DOI":"10.1016\/j.jbct.2023.05.003"},{"key":"IJCBPL.373711-50","unstructured":"World Health Organization. (n.d.). Classification of diseases. https:\/\/www.who.int\/standards\/classifications\/classification-of-diseases"},{"key":"IJCBPL.373711-51","unstructured":"Zachow, A. (2023). Patterns and psychology of video game monetization [Doctoral dissertation, University of California, Santa Cruz]. eScholarship. https:\/\/escholarship.org\/uc\/item\/96s3j404"},{"key":"IJCBPL.373711-52","article-title":"The battle pass: A mixed-methods investigation into a growing type of video game monetization.","author":"D.Zendle","year":"2020","journal-title":"OSF Preprints"}],"container-title":["International Journal of Cyber Behavior, Psychology and Learning"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=373711","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,1,15]],"date-time":"2026-01-15T21:19:29Z","timestamp":1768511969000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/IJCBPL.373711"}},"subtitle":["New Forms of Subscription-Based Monetisation, Their Relationship With Mental Health Issues, and Their Policy Implications"],"short-title":[],"issued":{"date-parts":[[2025,4,19]]},"references-count":53,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2025,1]]}},"URL":"https:\/\/doi.org\/10.4018\/ijcbpl.373711","relation":{},"ISSN":["2155-7136","2155-7144"],"issn-type":[{"value":"2155-7136","type":"print"},{"value":"2155-7144","type":"electronic"}],"subject":[],"published":{"date-parts":[[2025,4,19]]}}}