Media Studies – AS Level content – Media areas | e-Consult
AS Level content – Media areas (1 questions)
Login to see all questions.
Click on a question to view the answer
Monetisation strategies affect both the economic model of games and the psychological experience of players. The table below contrasts two common approaches:
| Feature | Loot Boxes | Battle Passes |
|---|---|---|
| Purchase Model | Randomised reward for a set price (often micro‑transactions) | Fixed tiered rewards unlocked through progression over a season |
| Player Agency | Limited; outcome is chance‑based | High; players control pacing and can earn rewards through play |
| Psychological Impact | Potential for compulsive spending, gambling‑like behaviour | Motivates regular play, but can create pressure to complete tiers |
| Regulatory Concerns | Classified as gambling in several jurisdictions | Generally accepted, though consumer‑rights groups monitor fairness |
Overall, loot boxes raise significant ethical issues due to their gambling‑like nature, whereas battle passes, while still monetised, tend to align more closely with transparent reward structures and player agency.