Editorial

Editorial

Not So Microtransactions is an editorial done for Graphic Design 4 at Rutgers University, Newark, Spring 2025, for Professor Gisella Ochoa

Video games used to operate like big-budget films. The games underwent years of development, rigorous testing, and debugging before the final product was released. Then, the gaming industry was revolutionized by the concept of online gaming console connectivity. That opened up the possibility of downloadable content (DLC), which proved instrumental in getting gamers to pay for products after they had already acquired a game. DLC is part of gaming’s secondary market and was a precursor to what gamers know now as microtransactions. Both microtransactions and DLC are ways for gaming companies to generate revenue during play or after games are purchased. A microtransaction relates to a business model whereby users can purchase virtual items during gameplay. (Taken from Editorial as context)

Not So Micro Transactions Gives History to the Gaming Industry as a whole. Taking you through the start, the middle, and the end. Giving the context as to how this became a problem in the industry. As we got from pixels to 3d shapes, the games got more advanced, and so did the purchases. With that came more ways to market and buy things inside the game you already purchased. They began to model and curate these purchases around physiological behaviors to maximize profit. Studies show the behaviors that drive how you analyze these purchases. As well as a guide to help you through your journey of gaming, and navigate your way through.


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