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Consumer Behaviour Assignment

The document analyzes the article 'The Gems and Skins Might Be Virtual, but the Money is Real' through the lens of Choice Architecture, highlighting how game designers exploit impulsive purchasing behaviors in children. It raises ethical concerns about targeting young players who may not understand the financial implications of in-game purchases, leading to blurred lines between virtual and real-world spending. The conclusion emphasizes the need for safeguards and improved financial literacy to protect vulnerable consumers in the gaming industry.

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0% found this document useful (0 votes)
3 views4 pages

Consumer Behaviour Assignment

The document analyzes the article 'The Gems and Skins Might Be Virtual, but the Money is Real' through the lens of Choice Architecture, highlighting how game designers exploit impulsive purchasing behaviors in children. It raises ethical concerns about targeting young players who may not understand the financial implications of in-game purchases, leading to blurred lines between virtual and real-world spending. The conclusion emphasizes the need for safeguards and improved financial literacy to protect vulnerable consumers in the gaming industry.

Uploaded by

ericmusyoka425
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

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The Gems and Skins Might Be Virtual, but the Money is Real: In-Game Purchases, Kids,

and Content Article.

Name

Course

Professor

Professor

Date
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Introduction

Chapter 6 of the textbook delves into the notion of Choice Architecture, which examines

the impact of choice presentation on customer decision-making. It examines how the

presentation of choices impacts customer decisions. Looking at "The Gems and Skins Might Be

Virtual, but the Money is Real: In-Game Purchases, Kids, and Content" through the prism of

Choice Architecture, this document intends to analyse the article and answer the questions given

(Grewal & Levy, 2022).

Relation to Impulse Purchasing

Game designers purposefully craft in-game interfaces to encourage players to make

impulsive purchases; this article explains how they do it. Game designers take advantage of

players' need for immediate satisfaction by liberally doling out virtual goods like skins and gems

and by carefully positioning in-game purchases. Because of these factors, gamers are more likely

to make reckless purchases in-game, without thinking through the potential repercussions or their

actual financial situation (Parasuraman & Grewal, 2000).

Ethical Considerations

No this is unethical, targeting kids with in-game purchases is immoral. Younger players

may not yet be able to comprehend the financial consequences of the decisions they make in-

game. It might be argued that game makers are taking advantage of a susceptible demographic

by encouraging expenditure on their products. Children may not understand the difference

between spending virtual money and real money, which further adds to the ethical concerns

about the fuzziness of the lines between the two (Grewal & Levy, 2022).

Impact on Financial Responsibility


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Teaching children about money management in the virtual world of games is becoming

more challenging for parents. The smooth integration of in-game purchases causes the lines

between virtual and real-world spending to blur, making it difficult for parents to effectively

monitor and supervise their children's spending habits. The temptation of virtual incentives in

gaming communities combined with peer pressure may lead children to purchase unnecessary

items, undermining efforts to teach them budgeting, saving money, and being responsible

consumers (Willett, 2015).

In conclusion, the article underscores the significant influence of Choice Architecture on

consumer behavior within the gaming industry, particularly concerning in-game purchases aimed

at children. Policymakers and parents can work towards introducing safeguards to protect

vulnerable customers and improve financial literacy in virtual gaming situations by addressing

the ethical implications of impulse purchasing and by understanding the dynamics that drive it.

References

Grewal, D., & Levy, M. (2022). Marketing. McGraw-Hill.


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Parasuraman, A., & Grewal, D. (2000). The impact of technology on the quality-value-loyalty

chain: a research agenda. Journal of the academy of marketing science, 28(1), 168-174.

Willett, R. J. (2015). The discursive construction of ‘good parenting’and digital media–the case

of children’s virtual world games. Media, Culture & Society, 37(7), 1060-1075.

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