Compulsory Gamification

Game-as-a-Service and Gambling Structures on the Roblox Platform

Authors

DOI:

https://doi.org/10.30962/ecomps.2926

Keywords:

Game industry, Roblox, Gamification, Gambling, Interfaces

Abstract

The gaming industry is undergoing a transition from a product model to a service one, reshaping typical production and consumption patterns within its media ecosystem. This metamorphosis relies on the use of persuasive tactics embedded in graphic interfaces. To address this process, this study focuses on microtransactions and gambling elements within the Roblox platform, with the aim to investigate their role in the game-as-a-service model. Using a method that combines interface mapping and the application of a gambling typology, we demonstrate that the model in question depends on tactics that make gambling and gamification parameters compulsory.

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Author Biography

Ivan, Federal University of Paraíba

Doctor in Communication from the Graduate Program in Communication at the State University of Rio de Janeiro (PPGCOM/UERJ). Permanent professor at the Graduate Program in Communication at the Federal University of Paraíba (PPGC/UFPB). Conducts research in the area of Games, digital culture, and the productive and political dynamics of the game industry.

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Published

17-04-2024

How to Cite

Ivan. (2024). Compulsory Gamification: Game-as-a-Service and Gambling Structures on the Roblox Platform. E-Compós. https://doi.org/10.30962/ecomps.2926

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Section

Ahead of Print