Cas 137 Paradigm Shift Essay - Josh Ilko
Cas 137 Paradigm Shift Essay - Josh Ilko
Cas 137 Paradigm Shift Essay - Josh Ilko
Joshua Ilko
Professor Babcock
CAS 137H
19 October 2023
For as long as Generation Z has been alive, video games have been a hot topic: some love
them, others hate them, and some could not care less about them. In recent years, video games
have sparked debates about technology, violence, addiction, and more, but these games have not
always had the influence they do today. The first video game was created in 1958 with the game
Tennis for Two, a simple game that consists of a screen with a horizontal line representing a
tennis court, a vertical line representing a net, and a single moving dot representing the ball. The
ball traveled left and right in arcs, and players had to time a button press on their controller to hit
the ball (“Video Game History”). Ever since then, the video game industry has grown to a
monstrous size, with companies like Microsoft acting as a titan both inside and outside of the
video game industry. Due to the video game industry’s constantly rising player count, video
game developers continually implement increasingly predatory monetization practices and place
The clearest societal shift related to video games is that more people are playing video
games than ever before. According to an April 2023 report from DFC Intelligence, a strategic
market research and consulting firm, 3.7 billion people around the world consume video games
in some form (DFC Intelligence). Comparatively, an August 2020 report from DFC Intelligence
found that the global video game consumer population had just reached 3.1 billion (DFC
Intelligence). In just 2.5 years, the number of video gamers in the world increased by almost
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twenty percent. To fully understand the immensity of this growth rate, if the video game industry
continues to gain twenty percent more players every 2.5 years, it will reach the entire world’s
population in just about 10.5 years. Though this growth rate obviously cannot continue forever, it
is still staggering that video games have reached so many new people in the past few years.
The first cause of this massive growth rate is the drastically heightened accessibility of
video games now compared to the past. Primarily, consumers have many more mediums through
which to play video games. When video games were first popularized with Pong, the only ways
to play video games were in an arcade or with a home console like the Atari (“Video Game
History Timeline”). Considering the scarcity of really popular games like Pong, there was not
much incentive for the average person to buy an Atari or commit their money to an arcade. Now,
however, players can play games on a home console, a computer, a laptop, their mobile phone, or
any other portable consoles that game companies have released like the Nintendo 3DS or the
PlayStation Vita. Even for people who are not dedicated to playing games, most people have a
cell phone that they download a few games on to pass the time.
Aside from more accessible consoles, more people play video games because society’s
perception of video games and video gamers has improved tremendously. One of the most
prominent debates about video games – whether or not they directly cause violence – now has a
heavily researched and objective answer (in favor of video games) that did not previously exist.
According to a 2010 Harvard Health article, prominent organizations including the American
Academy of Pediatrics and the American Academy of Child & Adolescent Psychiatry believed
that children and adolescents learn by mimicking behaviors they see, so playing a violent video
game would increase the likelihood of a young person committing a violent crime (“Violent
Video Games”). This theory has since been disproven by researchers like Christopher Ferguson,
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a professor of psychology at Stetson University who has researched violent video games for over
fifteen years. He finds that video games have “little impact on kids’ aggression, mood, helping
behavior, or grades.” His findings also align with what he has observed in other unbiased,
scholarly articles (PBS). With society stigmatizing video games less and less, it makes sense that
most people feel more comfortable enjoying video games for themselves, leading to an increase
This growing player base is so important because it represents something crucial to the
video game industry: money. Ultimately, the point of video game development is to make a
profit. The best way to do this is by maximizing the possible audience of consumers, and the
expansion of video games alongside the disappearance of reasons to avoid playing video games
Unfortunately, game developers aren’t just using the increased player base to naturally
grow their profits; instead, they are striving to maximize profits by increasing the prices of video
games. One of the most noticeable changes is in the price of AAA (Triple-A) games – games
published by major developers with significantly higher budgets than most other projects.
According to Rob Fahey, an editor for a video game industry news outlet who personally
witnessed this price hike, in 2005, the price of Triple-A games rose from $50 to $60, beginning
with the generation of consoles containing the Xbox 360 and the PlayStation 3 (Fahey). Triple-A
games have cost $60 since 2005, and that has only changed recently with the release of some
monumental Triple-A games for the Xbox series S/X, the PlayStation 5, and the Nintendo
Switch. Heavily-anticipated games that had solidified fanbases before release such as Elden
Ring, The Legend of Zelda: Tears of The Kingdom, Hogwarts Legacy, God of War Ragnarok, and
more all have sold for $70. These dedicated fanbases of games have committed to purchase and
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play some of these games regardless of the price, allowing companies to charge prices that would
Similarly, according to Joost van Dreunen, a professor at New York University’s Stern
School of Business and a former CEO of a games market research firm, there are some
justifiable reasons for this price hike such as more competitive wages for programmers. He
believes, however, that the increased prices are “largely a move by platforms and publishers to
capture more market value” (Ho). Essentially, Joost finds that people are willing to pay $70 for
these games, so the developers can afford to charge that much. This price hike reflects the
increasing greed of video game developers who are making it harder than ever before for their
Along with increasing the prices of actual video games, developers have started to make
“microtransactions” – purchases within the game – much more prominent, even in full-priced
games. Historically, one would reasonably expect that, by purchasing a full-priced, $60 game,
they would be entitled to all of the content available for the game. This has almost always been
the case, with the main exception being downloadable content (DLC), which typically adds a
significant amount of story to the base game for an extra cost. In many recent Triple-A titles,
microtransactions have been heavily present and sometimes even necessary to properly play the
game.
players can unlock nine different cosmetic sets of armor in the game just by playing. However,
they can also unlock nine different sets in the microtransaction store, with each set costing about
$20 (“Microtransactions”). Although many players feel this is not egregious because the
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microtransactions are mostly cosmetic, it can still absolutely be a frustrating experience to pay a
significant amount for a game only to be forced to pay even more to acquire everything in it.
A much worse offender is Star Wars: Battlefront II, a $60 2017 multiplayer game. In this
game, players can unlock everything by playing for countless hours and dedicating extreme
amounts of time. Alternatively, players can pay for microtransactions and make significant
progress without putting nearly the same amount of time in (“Microtransactions”). In a game
where you play against other people, many of whom have spent money, the game essentially
forces you to pull out your credit card to be on an even playing field. This is incredibly predatory
from game developers, especially considering you can only get to this point after spending $60
for the game. Overall, the increasing prices and blatant and predatory microtransactions are an
obvious indication of the increased drive for profits that companies now have.
Developers’ expanding greed has also led to the sacrifice of the quality of their games to
appease shareholders. Multiple high-profile games have been released with significant “bugs”
(errors in the game’s code) or completely missing or undelivered features. Cyberpunk 2077 is a
Triple-A title that was famously released with enough bugs and other issues that it was labeled
by many to be “unplayable.” It was so bad that Sony removed the game from the PlayStation
store and gave those who bought it a refund. The biggest issue with this release is with the
awareness of Cyperbunk’s developer, CD Projekt Red, who should have known that they were
misleading their audience by only allowing early reviews from people playing on high-end PCs
(which made the game look visually stunning), which made all console players feel shocked
when the game kept crashing on their devices. A game developer misleading consumers to the
extent that CD Projekt Red did would have been unthinkable just a decade or two ago, but now,
it seems like multiple developers have qualms about deceiving their fans.
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Overwatch 2 was supposed to have a replayable story mode, but Activision-Blizzard found that it
would not be profitable enough, so they scrapped multiple years of progress. The announcement
that the story mode would never be finished was only made a few months before the content was
supposed to be released. Considering the magnitude of this decision, the company must have
known they were scrapping the content for months if not years. The choice to wait was an active
decision meant to minimize the backlash from the announcement as well as to maximize profits
from players who were buying cosmetics before knowing about the undelivered content.
In both of these cases, developers made decisions that were actively bad for their players
to make more money. In the case of Cyberpunk 2077, the developers wanted to save money on
bug fixes, so they simply released an unfinished game. In the case of Overwatch 2, The devs
chose to wait for as long as possible before making an announcement that would harm their
game so that unknowing players would spend their money before realizing they wouldn’t get the
Fundamentally, the increasing corporatization of the video game industry – a field that
used to be a niche hobby and quickly rose to popularity – represents the ease with which any
other industry could begin to experience predatory monetization. For example, although the
sports industry may not experience the same level of undelivered promises or lower-quality
entertainment as the video game industry, stadium owners and organizations could commit to
suddenly increasing ticket prices and concession prices, forcing their most dedicated to fans to
The final pivotal shift in the video game industry in recent years is the direct involvement
and interference of the federal government in the industry. Until the past decade, the federal
government didn’t involve itself with video games aside from a few instances of the Supreme
Court striking down unconstitutional state laws that banned the sales of some video games (“A
Timeline”). Just last year, however, the Federal Trade Commission (FTC) temporarily prevented
the Microsoft Corporation’s acquisition of Activision Blizzard with the intent of completely
blocking it. They cited that, if Microsoft owned Activision Blizzard, Microsoft would have a
monopoly on many popular game franchises like Call of Duty, which would reduce competition
from console makers like Sony and allow Microsoft to further solidify their monopoly. This
obstruction from the FTC has massive ramifications for the video game industry as a whole, as it
represents how much more influence the video game industry now has on society; if this
acquisition wouldn’t have significant impacts on society, the FTC wouldn’t bother to get
involved.
Video games have always been a safe haven for many people. They have been a way to
foster communities, and developers in the past have always taken an active role in supporting
their communities. The constantly worsening corporatization of the video game industry seeks to
change that. It values maximizing profit over maximizing the user experience. The rapid growth
of the video game industry is highly beneficial for consumers, but if developers continue to shift
towards extremely predatory monetization practices, then they might kill this thriving industry
Works Cited
DFC Intelligence. “Global Video Game Audience Reaches 3.7 Billion - DFC Intelligence.” DFC
2023.
---. “Global Video Game Consumer Population Passes 3 Billion.” DFC Dossier,
Fahey, Rob. “The $70 AAA Price Point -- It’s about Time | Opinion.” GamesIndustry.biz,
www.gamesindustry.biz/the-usd70-aaa-price-point-its-about-time-opinion. Accessed 20
Oct. 2023.
Ho, Justin. “Why More New Video Games Now Cost $70.” Marketplace, 10 Feb. 2023,
www.marketplace.org/2023/02/10/why-more-new-video-games-now-cost-70/. Accessed
20 Oct. 2023.
“Microtransactions Are Great for Game Companies, Less so for Players.” NPR, 11 Mar. 2021,
www.npr.org/2021/03/11/975765363/microtransactions-are-great-for-game-companies-le
PBS NewsHour. “Analysis: Why It’s Time to Stop Blaming Video Games for Real-World
www.pbs.org/newshour/science/analysis-why-its-time-to-stop-blaming-video-games-for-r
“Video Game History Timeline - the Strong National Museum of Play.” The Strong National
“Violent Video Games and Young People - Harvard Health Publishing - Harvard Health.”
www.health.harvard.edu/newsletter_article/violent-video-games-and-young-people.