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Álvaro García

Research · 2025

Completed

Microtransactions

Marketing applied to microtransactions in video games

Role
Author · Bachelor's thesis
Year
May 2025
Stack
  • Encuesta (31 preguntas)
  • Escala Likert
  • Análisis de casos
  • Investigación documental
80.8%of 150 players have bought in-game
  • Skins and cosmetics73.8%
  • Season passes64.3%
  • Progression boosts / pay-to-win31%
  • Virtual currency23.8%
  • Loot boxes19%

Overview

Mixed-methods research on how free-to-play games monetise: case studies of Fortnite and Warzone plus a survey of 150 players on spending habits, motivations and regulation.

Bachelor's thesis in Marketing and Market Research, University of Málaga.

players surveyed
150
have made in-game purchases
80.8%
want stricter regulation
85.4%
cases: Fortnite and Warzone
2

AI usage

A market research project, with no AI component.

No public demo: this project runs locally.

01 · Question

How does a free game turn its players into customers?

The free-to-play model has made battle passes, cosmetics and loot boxes one of the industry’s main revenue sources. The thesis studies those practices from a marketing angle and from the player’s perspective.

It combines case studies of Fortnite and Call of Duty: Warzone with a structured 31-question survey of closed and Likert-scale items.

02 · Findings

Normalised, but questioned.

of respondents have made an in-game purchase
80.8%
want stricter regulation, especially to protect minors
85.4%
play daily or several times a week
> 79%

03 · What they buy

Looks sell better than advantage.

Type of content purchased, share of answers to the question.

  • Skins and cosmetics

    73.8%
  • Season passes

    64.3%
  • Progression boosts / pay-to-win

    31%
  • Virtual currency

    23.8%
  • Loot boxes

    19%
Survey results from the thesis.

04 · Why they buy

Perceived autonomy, price and social pressure.

Purchase motivations mentioned.

  • Personal decision

    59.5%
  • Attractive price offer

    45.2%
  • Other players’ behaviour

    33.3%
  • Not falling behind in progress

    23.8%
  • Limited-time offer

    16.7%
Survey results from the thesis.

05 · Conclusions

Profitability versus player autonomy.

Microtransactions are normalised and highly profitable, but they rely on persuasion mechanisms — variable reinforcement, FOMO, perceived scarcity, social comparison — that raise ethical questions about player autonomy and fairness.

The thesis proposes research and regulatory directions that balance profitability and ethics, with transparency and consumer protection at the core.