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The winnings of the video game industry from the expenses of young players – The Mirror

85% of American teenagers Play video games and identify almost half as a player. But when playing the popularity increases, many young people are not aware of how much they are attacked and exploited.

A little more than twenty years ago, video games were only viewed for little boys. But now the industry has thrived with various genres, playstyles and audience of all ages.

“It is always okay to play video games,” says history teacher and long -time player David Radyuk. “It is not just a certain kind of mass.”

While the industry has branched, the popularity of video games is still revolving to players who dominate the demography of the games.

Gaming companies use young players through predatory microtransactions.

The result is repeating games that are equipped for addictive teenagers and their wallets.

In the past, buying a game without additional purchases or downloadable content (DLC) gave full access.

Now almost every game has a catch.

“Pokemon” is a prime example. Games were originally published as an independent title at no additional costs. Starting with “Pokemon Sword and Shield”, Nintendo introduced downloadable content, which cost almost half of the costs of the original game. The practice continued with “scarlet red and violet” when they promoted their strategy to accuse young players more money.

This predatory practice uses children who do not yet understand the consequences of the incremental more money.

The Live Service model, which agreed with companies like Electronic Arts (EA), keeps the games endless and expensive. For example, the SIMS calculates almost 10 US dollars for constant DLC and blocked players of repeating purchases. Young players are particularly at risk and are often not aware of how their expenses add up.

Mobile games are equally predatory and rely heavily on advertisements and other purchases in the game. T

Games like “Wordscapes” downloaded millions of times, interrupt the game with intrusive ads for similar games and catch the players in an endless cycle of downloads and expenses. This tactic prioritize profits from the pleasure of playing.

“When they focused on profits, Gaming met a back seat and it is more about making money than earning a game,” said Radyuk. When winning the main goal, gaming quality and enjoyment suffered.

Support independent creators instead of large companies. Indie games such as “The Closing Shift” and “Balatro” offer creative, immersive experiences without manipulative costs. Handy games should rarely require expenses. Pay only reinforce the greed of the developers. Treat these games as brief entertainment – no serious investments.

Play games that interest you, not just those who are new and trendy. This is how they avoid game traps.

Do not waste your money and do not let video game companies waste your time.

You have control over what you play.

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