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LOOT BOX EKONOMİSİ VE DİJİTAL KARABORSALAR: FIFA ÖRNEĞİ

Year 2022, , 125 - 138, 25.02.2022
https://doi.org/10.30520/tjsosci.1059661

Abstract

Rastgele ödül mekanizmasına dayanan ganimet kutuları/paketleri (loot box) sistemi bugün pek çok dijital oyunun içerisinde yer almakta ve oyun ekonomisinde oluşan güncel gelir modelleri, oyun içi pazarlama stratejileri, karaborsaların doğuşu ve oyuncu deneyimi gibi çeşitli bağlamlarda yankı bulmaktadır. Bu çalışmada oyun ekonomisinde önemli bir yere sahip olan loot box sistemine ve ortaya çıkan dijital karaborsaların işleyişine FIFA Ultimate Team örneği üzerinden yakından bakmak hedeflenmiştir. Bu doğrultuda yapılan literatür taraması sonucunda farklı yaklaşımlar ve ulusal politikalar serimlenmiş, araştırma kapsamında loot box’a yönelik eleştiriler (1) bağımlılık ve kumar ilişkisi, (2) karaborsalar ve haksız kazanç, (3) psikolojik ve maddi yıkım olarak üç kategoride toplanmıştır. Ardından, FIFA Ultimate Team örneği üzerinden loot box sistemine ve ekonomisine yakından bakarak, ortaya çıkan dijital karaborsalar incelenmiştir. FIFA oyunu ve oyunla ilişkili Futbin.com adresinden erişilebilen web sitesi ile Türkiye’deki FIFA Ultimate Team oyuncularını bir araya getiren farklı Discord sunucuları ve U7buy.com isimli oyun içi ekonomik birimlerin gerçek para aracılığıyla alışverişine aracılık eden web sitesi katılımlı gözlem yoluyla incelenerek oyuncuların ganimet kutuları ekonomisine katılım biçimleri, yaklaşımları ve karaborsa mekanizmalarının işleyişi göz önünde bulundurularak dijital karaborsalar işleyiş biçimlerine göre (1) kurumsallaşmış aktörler üzerinden yürüyen ve Paypal gibi uluslararası ödeme mekanizmalarını kullananlar, (2) kullanıcı toplulukları arasında kolektif ya da bireysel olarak jeton ticareti üzerinden para kazananlar olmak üzere ikiye ayrılmıştır.

References

  • BBC News. (2020). Video game loot boxes: Another form of gambling? 23 Eylül 2020. Erişim adresi: https://www.bbc.com/news/technology-54252203
  • Çomu, T. ve Halaiqa İ. (2014). Web İçeriklerinin Metin Temelli Çözümlemeleri. M. Binark (Ed.), Yeni Medya Çalışmalarında Araştırma Yöntem ve Teknikleri (s. 26-87) içinde. İstanbul: Ayrıntı.
  • Drummond, A. ve Sauer, J.D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530-2.
  • Flunger, R., Mladenow, A., ve Strauss, C. (2017). The free-to-play business model. Proceedings of the 19th International Conference on Information Integration and Web-Based Applications & Services - IiWAS ’17, (January 2018), 373–379. Erişim adresi: https://doi.org/10.1145/3151759.3151802
  • Hamari, J., Hanner, N. ve Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1), 1449-1459.
  • King, D.L., Delfabbro, P.H. (2018). Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures. International Journal of Mental Health and Addiction, 17, 166–179. Erişim adresi: https://doi.org/10.1007/s11469-018-0009-3
  • King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., ve Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131-143.
  • Klimas, P. (2017). Current Revenue (Monetisation) Models of Video Gamę Developers. Journal of Management and Financial Sciences. 10(28), 119-136.
  • Lawless, J. (2021, Şubat 28). Gaming News: The Incredible Figures Behind EA Sports’ Net Revenue From Ultimate Team. Erişim tarihi: 15 Nisan 2021. Erişim adresi: https://www.sportbible.com/football/news-the-figures-behind-ea-sports-net-revenue-from-ultimate-tea-20210228
  • Macey, J., Hamari, J. (2019). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media and Society 21(1), 20-41.
  • Majander, V. (2019). Revenue models for PC and console games. (Yayımlanmamış Yüksek Lisans Tezi). Aalto University School of Business. Erişim adresi: https://aaltodoc.aalto.fi/bitstream/handle/123456789/39117/master_Majander_Ville_2019.pdf?isAllowed=y&sequence=1
  • Nosova, S. S., Norkina, A. N., Makar, S. V., Arakelova, I. V., Medvedeva, A. M., ve Chaplyuk, V. Z. (2018). The digital economy as a new paradigm for overcoming turbulence in the modern economy of Russia. Espacios, 39(24), 27-35.
  • Prati, A. M. (2019). Video Games in the Twenty-First Century: Parallels Between Loot Boxes and Gambling Create an Urgent Need for Regulatory Action. Vand. J. Ent. & Tech. L., 22, 215.
  • Siuda, P. (2021). Sports gamers practices as a form of subversiveness–the example of the FIFA ultimate team. Critical Studies in Media Communication, 38(1), 75-89.
  • Xiao, L. Y. (2020). People’s Republic of China Legal Update: The Notice on the Prevention of Online Gaming Addiction in Juveniles. Gaming Law Review, 24(1), 51–53. Erişim adresi: https://doi.org/10.1089/glr2.2019.0002
  • Waldner, F., Zsifkovits, M. ve Heidenberger, K. (2013). Are Service-Based Business Models of the Video Game Industry Blueprints for the Music Industry?. International Journal of Services, Economics and Management, 5(1), 5-20.
  • Zendle, D., Meyer, R. ve Over, H. (2019). Adolescents and loot boxes: links with problem gambling and motivations for purchase. R Soc Open Sci. 6(6). Erişim adresi: https://doi.org/10.1098/rsos.190049
Year 2022, , 125 - 138, 25.02.2022
https://doi.org/10.30520/tjsosci.1059661

Abstract

References

  • BBC News. (2020). Video game loot boxes: Another form of gambling? 23 Eylül 2020. Erişim adresi: https://www.bbc.com/news/technology-54252203
  • Çomu, T. ve Halaiqa İ. (2014). Web İçeriklerinin Metin Temelli Çözümlemeleri. M. Binark (Ed.), Yeni Medya Çalışmalarında Araştırma Yöntem ve Teknikleri (s. 26-87) içinde. İstanbul: Ayrıntı.
  • Drummond, A. ve Sauer, J.D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530-2.
  • Flunger, R., Mladenow, A., ve Strauss, C. (2017). The free-to-play business model. Proceedings of the 19th International Conference on Information Integration and Web-Based Applications & Services - IiWAS ’17, (January 2018), 373–379. Erişim adresi: https://doi.org/10.1145/3151759.3151802
  • Hamari, J., Hanner, N. ve Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1), 1449-1459.
  • King, D.L., Delfabbro, P.H. (2018). Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures. International Journal of Mental Health and Addiction, 17, 166–179. Erişim adresi: https://doi.org/10.1007/s11469-018-0009-3
  • King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., ve Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131-143.
  • Klimas, P. (2017). Current Revenue (Monetisation) Models of Video Gamę Developers. Journal of Management and Financial Sciences. 10(28), 119-136.
  • Lawless, J. (2021, Şubat 28). Gaming News: The Incredible Figures Behind EA Sports’ Net Revenue From Ultimate Team. Erişim tarihi: 15 Nisan 2021. Erişim adresi: https://www.sportbible.com/football/news-the-figures-behind-ea-sports-net-revenue-from-ultimate-tea-20210228
  • Macey, J., Hamari, J. (2019). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media and Society 21(1), 20-41.
  • Majander, V. (2019). Revenue models for PC and console games. (Yayımlanmamış Yüksek Lisans Tezi). Aalto University School of Business. Erişim adresi: https://aaltodoc.aalto.fi/bitstream/handle/123456789/39117/master_Majander_Ville_2019.pdf?isAllowed=y&sequence=1
  • Nosova, S. S., Norkina, A. N., Makar, S. V., Arakelova, I. V., Medvedeva, A. M., ve Chaplyuk, V. Z. (2018). The digital economy as a new paradigm for overcoming turbulence in the modern economy of Russia. Espacios, 39(24), 27-35.
  • Prati, A. M. (2019). Video Games in the Twenty-First Century: Parallels Between Loot Boxes and Gambling Create an Urgent Need for Regulatory Action. Vand. J. Ent. & Tech. L., 22, 215.
  • Siuda, P. (2021). Sports gamers practices as a form of subversiveness–the example of the FIFA ultimate team. Critical Studies in Media Communication, 38(1), 75-89.
  • Xiao, L. Y. (2020). People’s Republic of China Legal Update: The Notice on the Prevention of Online Gaming Addiction in Juveniles. Gaming Law Review, 24(1), 51–53. Erişim adresi: https://doi.org/10.1089/glr2.2019.0002
  • Waldner, F., Zsifkovits, M. ve Heidenberger, K. (2013). Are Service-Based Business Models of the Video Game Industry Blueprints for the Music Industry?. International Journal of Services, Economics and Management, 5(1), 5-20.
  • Zendle, D., Meyer, R. ve Over, H. (2019). Adolescents and loot boxes: links with problem gambling and motivations for purchase. R Soc Open Sci. 6(6). Erişim adresi: https://doi.org/10.1098/rsos.190049
There are 17 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Serra Sezgin 0000-0002-8737-515X

Sarphan Uzunoğlu 0000-0002-9736-1763

Publication Date February 25, 2022
Published in Issue Year 2022

Cite

APA Sezgin, S., & Uzunoğlu, S. (2022). LOOT BOX EKONOMİSİ VE DİJİTAL KARABORSALAR: FIFA ÖRNEĞİ. The Journal of Social Science, 6(11), 125-138. https://doi.org/10.30520/tjsosci.1059661