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Exploitative Patternsin Games
S9MediumEvidence: Moderate

Licensed-IP collaboration FOMO

Time-limited cosmetics tied to a popular external brand or franchise drive purchases through fandom and scarcity rather than gameplay value.

Code
S9
Category
Social & parasocial
Severity
Medium
Evidence
ModeratePlayer-perceived FOMO monetisation; the Game-check report names brand collaborations.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Social / parasocial
Platforms
Live-service · Mobile / F2P
Player costs
FinancialEmotional / psychologicalAutonomy / choice
Modes
Manipulative
Also known as
crossover fomo, brand collab

How it works

The game partners with a real-world IP — films, anime, musicians — for limited-time themed items or events; external fandom plus “only now” scarcity creates urgency independent of in-game utility.

Why it can be harmful

It targets emotional attachment to a franchise to drive impulse spending, punishes hesitation, and is especially potent for young fans; repeated crossovers normalise frequent cosmetic spend.

Examples in the wild

  • Franchise crossover skins from films or comics
  • Anime collaboration banners
  • Music-artist in-game events

Illustrative genre examples to aid recognition — not allegations about specific titles.

References

  1. Petrovskaya, E.; Zendle, D. (2022). Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective. Journal of Business Ethics. doi.org/10.1007/s10551-021-04970-6 · citing patterns
  2. van Rooij, A. J.; Birk, M. V.; van der Hof, S.; Oostenbach, K., et al. (2025). Game-check: Development, application and visualization of a classification system for behavioral design in games. Trimbos Institute, Eindhoven University of Technology & Leiden University (for the Dutch Ministry of the Interior and Kingdom Relations). osf.io/5qzda/ · citing patterns

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