Games-salient
Monetary / randomised
Designs that obscure or inflate cost or randomise reward — loot boxes/gacha, premium-currency obfuscation, price/odds opacity, pay-to-win.
Patterns in this family (5)
M1Severe
Loot boxes / gacha
Paid, randomised reward containers whose contents — and often whose odds — are unknown before purchase.
Monetary / randomisedEvidence: StrongGameplay & business
M5High
Pay-to-win
Purchasable power converts money into competitive advantage, undermining the implicit contract of skill.
Monetary / randomisedEvidence: ModerateServes business
M13High
Power creep
Continually releasing more powerful paid items so previously bought ones become obsolete, pressuring repeat purchases to keep up.
Monetary / randomisedEvidence: ModerateGameplay & business
M15Medium
Creator tipping & crowdfunded content
Routing real money to creators or crowdfunding unreleased content, where prosocial “support” framing lowers price scrutiny.
Monetary / randomisedEvidence: EmergingServes business
M14Medium
Pay-for-early-access
Selling early access to content, weapons, or updates so patience becomes a purchasable advantage.
Monetary / randomisedEvidence: ModerateServes business