Microtransactions and Agenda Setting
For the last twenty three
years, the Electronic Entertainment Exposition, or E3 for short, has been held
as a trade show that annually rallies the entire video game industry. Organized
by the Entertainment Software Association, E3 has brought together multibillion
dollar game studios, burgeoning independent developers, Youtube and Twitch
streamers, and all manner of video game media outlets both global and domestic
to share and celebrate video games as well as display emerging hardware and
software developments for the coming year. E3 has grown rapidly and so has its
outreach and appeal. As it was once a small gathering of developers, almost
entirely unknown and exclusive only to those who worked in the industry, as of
2017, it is now a massive event open to any gamers willing to spend the money
and make the trip to LA for a chance to occupy the same space as their favorite
developers and the newest games. E3 is easily the most important and
influential event for the video game industry every year and it can very easily
set the tone for an entire console generation – for reference, the longest
console generation has been 8 years – with a single press conference.
Due to its overwhelming importance and public appeal, it
is no surprise that a good deal of E3 can heavily affect the delicate
relationship between video game developers, publishers and the consumers. E3
press conferences have become very delicate and stressful events for both
developers and consumers alike. Developers pray for a positive reception to
whatever they are showing off as the game development process is very long and
grueling and a poor reception can sink a game up to two or even three years
before it is even released. On the other hand, consumers wait with baited
breathe to see their favorite game series make triumphant returns or witness
the birth of some innovative new intellectual property and can be very quick to
judge a new product as good or bad at first glance. It is because of this
delicate balance that many business practices and new models of video game
content such as episodic games and games as a service tend to be heavily
dissected as developers either lean into these practices or veer off from them
depending on how their business went in the previous year. None of these practices
have been in higher contention than microtransactions. Microtransactions have
run the gamut between positives and negatives for both developers and
consumers; and they take many different forms depending on the game they are
in. For a number of multiplayer games, like the very popular Overwatch, microtransactions take the
form of blind boxes that award players with a number of random cosmetic items
that can be used to personalize your character without giving you an unfair
advantage in game. This is a benefit to developers as players might spend a
little extra money on a game in order to customize their favorite characters,
but for consumers, the random nature of these microtransactions are tantamount
to gambling. In the last two years, the video game industry has seen
microtransactions on the rise in some highly questionable ways which is why the
term was very much in vogue during E3 2018. The word microtransaction was
uttered so often and so flippantly in fact that McCombs and Shaw’s agenda
setting theory very easily comes to mind.
Developed in 1972 by Maxwell McCombs and Donald Shaw, and
based on Walter Lippmann’s Public Opinion,
the agenda setting theory asserts that while the media cannot tell us what to
think, it can heavily influence what we think about. McCombs and Shaw developed
this theory by conducting a study of voters in North Carolina during the 1968
U.S. presidential election. The study showed an influential correlation between
topics that were mentioned often or given special attention to in the media,
and what issues voters found to be of most significance. “McCombs and Shaw
argued that the media use a number of queues to indicate the importance of an
issue. On the front page of a newspaper, for example, the importance of a story
is indicated by the size of its heading” (Lamb, 2012). In 1998, Maxwell McCombs
expanded the agenda setting theory with the addition of the concepts of
selection, omission, framing and priming. Selection and omission are fairly
normal and self-explanatory for any media outlet and whether intentional or
not, which information is selected to be included or omitted from a broadcast
is the first and most basic step in setting an agenda. Priming and framing
involve somewhat more intention and finesse as they involve the amount of time
and space allotted to covering a particular issue, as well as the connotation
with which that issue emphasized – respectively (Dyring, 2016). The people who
select, omit, frame, and prime are known as “gatekeepers.” Gatekeepers are
figures who are influential enough to decide what issues will be covered in the
media and how; in the case of E3, these would be the owners and CEOs of the
many publishing companies and game development studios, as well as numerous
producers for both the games and the event itself. With the existence of
gatekeepers and their process from selection to framing of media in mind, it is
important to remember that the process of agenda setting is not necessarily
sinister. In Maxwell McCombs’ own words, “these agenda setting effects of the
media, are the inadvertent by product of the fact that the media do have to
select a few topics to pay attention to each day. They don’t have the capacity
to talk about dozens and dozens of different topics every day, nor do the
audiences really want that much information” (Griffin, 2002). Agenda setting is
something of a necessary evil; it is unfortunate that the media cannot equally
cover all topics without bias, but human capacity does not necessarily allow
for that.
As I mentioned earlier, E3 2018 paid a great deal of
attention to microtransactions; and it is my feeling that this focus on
microtransactions was very much an agenda setting by the game developers who
chose to make them a part of their presentation. To exemplify this, I will
breakdown a specific presentation from E3 2018 in which a companies’ stance on
microtransactions was framed as an agenda instead of taking the time to focus
on other issues that may relate to a particular game. During the Electronic
Arts press conference, known as EA Play, one of the first games presented – and
possibly most important for EA’s upcoming fiscal year – was Battlefield V. The Battlefield series is an annual release for Electronic Arts as it
is a massively multiplayer game and so it has a very large install base that is
ever growing as people wish their friends and family to join them in playing
it. As the Battlefield V presentation
began, both a general manager for the game’s development studio and a senior
producer for the game came out to speak briefly about it – these men may be
considered gatekeepers in this example. The presentation begins with the
general manager, Oskar Gabrielson, affirming that there have been “lots, and lots
of questions from the community, and we have heard you; you want to see more
gameplay innovations. You want to know more about how customization actually
works” (Gamespot, 2018). Following this, these gatekeepers speak in brief about
one or two new minor mechanics that are being added to the game before proudly
proclaiming “no loot boxes. No premium pass” (Gamespot, 2018) which is met with
a roar of applause after a brief pause. In summation, EA’s gatekeepers selected
and primed loot boxes and premium passes – two very common microtransactions –
as a topic to add to their brief presentation time in which they even included
a pause for positive audience reception. They framed loot boxes and premium
passes as a negative and thus very easily won positive favor with their
audience. In addition, they chose to omit customization options as a topic of
discussion, despite the general manager admitting that he had been asked
questions about that facet of the game. By adding microtransactions to the
conversation, they were able to make their audience turn their attention to
that issue instead of being curious about other features of this new game. In
addition, by taking an anti-microtransaction stance, EA secured a favorable
depiction of themselves in their fans minds instead of taking the time to speak
about innovations in their new game that fans may or may not like.
References
Dyring,
C. [Charlie Dyring]. (2016, July 17). Media Influence - Agenda-Setting
Function theory [Video File]. Retrieved from https://www.youtube.com/watch?v=_anPE39wZn0
Entertainment
Software Association. (2018). Agenda Setting Theory. Retrieved from https://www.utwente.nl/en/bms/communication-theories/sorted-by-cluster/Mass-Media/Agenda-Setting_Theory/
[Gamespot]. (2018, June 9). Battlefield V -
Full Multiplayer Reveal | EA Play E3 2018 [Video File]. Retrieved
from https://www.youtube.com/watch?v=2FbFUsU0yJg
Kosicki,
G. M. (2006). Setting the Agenda: The Mass Media and Public Opinion. Public
Opinion Quarterly, 70(1), 124+. Retrieved from http://link.galegroup.com.libproxy.temple.edu/apps/doc/A144343674/AONE?u=temple_main&sid=AONE&xid=61150c20
Lamb,
B. [Brett Lamb]. (2012, September 6). The Agenda Setting Function Theory |
Media in Minutes | Episode 3 [Video File]. Retrieved from https://www.youtube.com/watch?v=C7qf9gQpoF4
Logan,
R. A. (2014, October). McCombs, Maxwell. Setting the agenda: the mass media and
public opinion. CHOICE: Current Reviews for Academic Libraries, 52(2),
248+. Retrieved from http://link.galegroup.com.libproxy.temple.edu/apps/doc/A384341366/AONE?u=temple_main&sid=AONE&xid=a99f19c5
McCombs,
M. [A First Look at Communication Theory]. (2014, January 29). Max McCombs
on Agenda-Setting Theory [Video File]. Retrieved from https://www.youtube.com/watch?v=9yFENr7ABcc
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