Game Creation, Monetisation Models, and Ethical Concerns


Karlsen Faltin
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

This paper explores the relationship between monetisation models, game design and ethical considerations from the perspective of three different small-scale Norwegian game companies. Interviews with game designers and CEOs form the empirical basis of the analysis. The analysis shows that their notion of the market situation differs and that concepts like quality and ethical responsibility vary greatly between the companies. A concern they all share is that the computer game market is becoming increasingly difficult to monetise and that using models like loot boxes seem more relevant now than before.

 

“We Don’t Sell Blocks” Exploring Minecraft’s Commissioning Market


Koutsouras Panagiotis Martindale Sarah Crabtree Andy
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

In recent years, we have experienced the proliferation of videogames that have, as their main mode of play, the creation of in-game content. Even though existing literature has looked into various characteristics of these games, one of their aspects that warrants further exploration is the monetisation practices that can emerge in their context. Through our ongoing ethnographic study, we became aware of a vivid commissioning market in Minecraft’s creative community. Our findings point out the 3 main actors that constitute this market: the clients, who own Minecraft servers; the contractors, who handle the clients’ orders of Minecraft maps; and the builders, who are responsible for the creation of said maps. Furthermore, our work has revealed that the commodity at play is not the in-game content, as one would expect, but the service of creating this content. These findings suggest that commissioning in Minecraft – a well-organised process, initiated and sustained solely by the members of the game’s community – plays a crucial role in the game’s current structure. Moreover, they challenge the belief that content generation in gaming settings is free-labour that is exploited by the developers of those games.