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Here are the instructions:  Near the end of the course, the student will work on

April 8, 2024

Here are the instructions: 
Near the end of the course, the student will work on either an argumentative presentation or essay about a specific topic which relates video games to ethical theory. There are two parts to the assignment. First, the student will write a 2–3-page summary (defined as 500-750 words). The summary should justify their point of view while considering possible objections that someone may have. This will be worth eight points. 
Second, the students will write a 6-10-page (defined as 1,500-2,500 words subtracting footnotes, bibliography, abstract, etc.) essay. Their final essay should be an expanded and revised version of their written summary. This will be worth sixteen points. 
I have already done the first part, here it is: In my paper, the topic that I have chosen to discuss is whether microtransactions in video games are ethical or not. Microtransactions in video games refer to the purchase of virtual goods or services using real-world currency within a game’s ecosystem. These transactions can take various forms, including the sale of cosmetic items, expansion packs, in-game currency, or gameplay advantages. While microtransactions can offer players additional content and customization options, they have also sparked controversy due to concerns about their potential to exploit players, create unfair gameplay advantages, and prioritize monetization over gameplay quality. 
The thesis for my paper is, “Game developers that implement microtransactions in their video games are unethical”. There is a reason why the gaming industry is worth $183 billion (Nunley, 2024), with more and more video game developers implementing microtransactions in their video games, the number is only going to rise. The problem with in-game microtransactions is that they raise concerns about whether the developers are more focused on the money or the quality of their game. Video games are also meant to be equally fair for everyone, but how can that be possible if someone who is financially set, just upgrades their “character” to level 100 straight off the jump. This is unfair to the people who aren’t able to afford that upgrade because they are naturally working on their character and leveling it up instead of buying it.
The argument that I will be making is that having microtransactions in video games is not ethical because microtransactions can be designed to exploit younger audiences. There is a big known problem around the gaming community and I’m sure most of us have done it before, which is using your parent’s card to buy in-game transactions. The ability to buy in-game transactions to upgrade your players urges the younger audience to want to buy it, but because younger kids don’t have credit/debit cards (or even money in general) to get it, they will use their parent’s card. At times, the younger kids will even use their parent’s cards without asking. This is an important topic for me to talk about in my essay because I feel like game developers are exploiting the fact that the younger audience is vulnerable to getting in-game microtransactions. Another argument that I will be making is that microtransactions in video games can exploit younger kids by employing tactics that mimic aspects of gambling. Many microtransactions, such as loot boxes, offer randomized rewards to players. This creates a sense of uncertainty and excitement similar to gambling, as players are unsure what they will receive when they make a purchase. Younger kids may be particularly susceptible to the thrill of chance and may repeatedly spend money in hopes of obtaining rare or desirable items. 
I believe that my argument is true because it seems like game developers are aiming their in-game microtransactions toward the younger audience, and that can do more harm than good. Microtransactions in video games can exploit younger kids by employing tactics that mimic aspects of gambling. Although it exploits the younger audience to gamble, it also can affect the older audience. Game developers may use psychological techniques to encourage players to spend more money on microtransactions. This can create a similar compulsion loop to gambling, where players feel driven to continue spending in the hopes of getting a desired item.  It also encourages bad behavior like buying microtransactions on their parent’s card without their notice. This is why I feel like having microtransactions in video games is an unethical thing to do.
A potential objection that someone may have to my argument is that microtransactions are typically optional and provide players with a choice. This is 100% true, microtransactions are optionable, but ethics come into place when we talk about the psychological factors that come with microtransactions. Game developers know what they are doing when they are implementing something in their game that costs real money to get, it urges the users who don’t have the item to do anything possible to get it because they feel “left out”. In my paper, the response that I will be making to this objection is the psychological factors that play into microtransactions in video games and it is optional, game developers still implement tactics that urge the player to want to buy the microtransactions.
Another potential objection that someone may have against my argument is that microtransactions provide a revenue stream that allows game developers to continue supporting and updating games long after their initial release. My response to this would be that this revenue model creates conflicts of interest, incentivizing developers to make games incomplete to pressure microtransaction purchases.

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