=Paper= {{Paper |id=Vol-2186/paper14 |storemode=property |title=“Two Queens and a Pwn, Please.” An ethics for purchase, loot, and advantage design in esports |pdfUrl=https://ceur-ws.org/Vol-2186/paper14.pdf |volume=Vol-2186 |authors=Veli-Matti Karhulahti,Kai Kimppa |dblpUrl=https://dblp.org/rec/conf/gamifin/KarhulahtiK18 }} ==“Two Queens and a Pwn, Please.” An ethics for purchase, loot, and advantage design in esports== https://ceur-ws.org/Vol-2186/paper14.pdf
                                   “Two Queens and a Pwn, Please.”
            An ethics for purchase, loot, and advantage design in esports


                                                Veli-Matti Karhulahti
         Department of Media Studies, School of History, Culture and Arts Studies, University of Turku, Finland
                                                   vmmkar@utu.fi

                                                  Kai K. Kimppa
                Information Systems Science, Turku School of Economics, University of Turku, Finland
                                                 kai.kimppa@utu.fi



       Abstract: In this paper, we provide a new perspective on esports as gamified play by mapping out the
       means of their ludic customization with a reflection on ethics. We start by systematizing purchasable
       customizations in esport games by their effects: cosmetic in-game purchases, functional in-game
       purchases, and out-game purchases. Subsequently, we situate purchasable customizations within the five
       demands that contemporary esport games set for their players: money, time, skill, luck, and occasion.
       Ultimately, we show that some effect-demand combinations may result in ethical conflicts when perceived
       through of the sport-philosophical frame of athletic superiority.

       Introduction

       Over the past decade or so, the gaming industry has moved increasingly toward monetization
       strategies that enable players to customize their experiences by offering contents, entities, and
       items that are not accessible immediately without additional monetary or other related
       investment. This turn in the design of commercial play—along with the notions of downloadable
       content (“DLC”), free-to-play (“freemium”), and loot purchases in particular—has recently
       gained noteworthy academic attention (see Lizardi 2012; Kimppa et al 2015).

       A gap in this research, however, persists in how the phenomenon relates to the rapidly growing
       esport field, i.e. sportified commercial gaming (Karhulahti 2017). Following Petri Saarikoski and
       his colleagues’ (2017) approach to esports as gamified play, this paper aims to fill that gap by
       systematizing the effects and demands of the abovementioned monetary (and related extra)
       investments in the sport-ethical light of athletic superiority. The first section introduces three
       basic types of purchasable customization by their effects and situates them in a more general
       taxonomy of esport customization demands. The second section probes this effect-demand
       system from the sport-philosophical standpoint of athletic superiority. We conclude with a
       discussion.

       1.       Effects and Demands

       We propose optional purchases that customize esport play to be divided in three main categories
       by their effects: cosmetic in-game purchases, functional in-game purchases, and out-game
       purchases. These three distinctively effective purchase types derive from our theory-driven


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       analytical breakdown of the esport phenomenon, and as such, should not be considered
       ontologically inclusive but rather a structural premise that we deem useful for this paper’s
       concerns in particular. The three purchase types are examined in the first subsection. The second
       subsection proceeds by situating those purchases in the higher structural category of demands,
       namely, the requirements that esport games set on their customizing players: time, skill, luck, and
       occasion.
       Two specifying notes on the concept of “esport” must be addressed before moving onward.
       While our examples are selected from leading videogame esports that are digital by their very
       nature, the cultural frame through which we look at the phenomenon (sportified commercial play)
       does not exclude analog esports like Magic: The Gathering that operate under similar principles.
       Additionally, it is worth emphasizing that major differences lie between “esport as professional
       play in sanctioned tournaments” and “esport as sub-professional play in ranked online
       leagues”⎯albeit the line between the two is sometimes thin. Our focus in this (spatially limited)
       paper rests on the latter, yet we do also point at the former whenever relevant.


       1.1.     Effects


       Cosmetic in-game purchases

       Cosmetic in-game purchases are modifications of characters, items, and other virtual entities via
       extra monetary input. By definition, these modifications are not supposed to impact the player’s
       performance, but rather their aesthetic experience (which, as we shall see later, is not always the
       case). The most common form of cosmetic in-game purchase is the so-called “skin,” which
       regardless of the word’s visual implication may also customize sonic and other properties. With
       few exceptions, contemporary videogame esports provide their players with the option to make
       cosmetic in-game purchases.


       Functional in-game purchases

       Functional in-game purchases are performance-affecting customizations acquirable via extra
       monetary input. They may affect play in diverse ways; for instance, “boosts” can directly
       improve the player’s capacity to perform and progress, whereas playable entities like “cards,”
       “heroes,” and “runes” enable the player to perform with new appliances in alternative ways.
       Again, it is worth stressing that functional in-game purchases need not always improve the
       player’s competitive performance explicitly.


       Out-game purchases

       Out-game purchases refer to equipment and service acquisitions that esport players do outside the
       game. These experiential customizations may include devices like mice and keyboards as well as
       coaching services and software tools. The primary effect is thus on the organic player per se.
       Unlike above, we do not distinguish between cosmetic and functional out-game purchases, as the
       binary appears useful only if the customizing transactions are integrated in the game software (to
       be discussed in more detail later).



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       1.2.     Demands

       Dollars, euros, and other hard currencies, as outlined above, set specific monetary demands the
       meeting of which sometimes enables customizing esport play. Next, we submit four further
       customization demands: time, skill, luck, and occasion. It should be kept in mind that one and the
       same customization may be acquirable by fulfilling two or more alternative demands, some
       customizations entail meeting multiple types of demand, and one demand may also be relevant
       for acquiring a customization without granting direct access to it (see Karhulahti 2015). Hence,
       depending on the customization in question, a demand may be definite (always required to access
       the customization), optional (one way to access the customization), or factorial (does not grant
       access to the customization directly but is a factor in the process).


       Time

       Most esport games provide their players with unique in-game currencies as rewards for playing,
       and these currencies can sometimes be used to acquire the same functional in-game entities that
       are also sold in the game’s hard currency market (cf. Lehdonvirta & Castronova 2014). Many
       functional in-game entities that are purchasable in esport games with hard currencies can thus be
       alternatively “grinded out” by playing a lot, i.e. contributing loads of time.


       Skill

       Some customizations cannot be purchased or grinded out but are only granted as rewards for high
       performance. For instance, certain skins may be given out as seasonal awards for exceptional
       ranked performance alone. Acquiring such skin thus demands a predefined skill level from the
       player.


       Luck

       A number of customizations such as certain account-typifying “icons” cannot be purchased,
       grinded out, or earned as awards, but can only be acquired by chance. Today, this is most
       commonly tied to so-called loot boxes, i.e. surprise in-game prizes the contents of which are
       more or less random. While playing more grants more loot boxes and increases the chances for
       unique discoveries, there need be no guarantee for them in case of a definite luck factor.


       Occasion

       The fifth and last of our customization demands is occasion, i.e. temporally, regionally, or
       otherwise locally defined conditions of acquirement. In other words, some optional
       customizations are only available during a specific period of time or for players in a specific
       region, which can make acquiring these customizations impossible for others by any legal means.




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       Of note and further emphasis, few of the five demands ever surface alone but rather in groups
       with other demands. Hence, when they are addressed respectively, they should not be thought of
       as instances where the demand is solitary, but rather dominant. The five demands are summarized
       with examples below (Table 1).
                                                           Table 1.
            Demand
              /             Money               Time               Skill               Luck                Occasion
       Customization

          Hearthstone
         playable card:     Optional demand     Optional demand    Factorial demand    Factorial demand    Factorial demand
          Preparation

           Overwatch
         cosmetic icon:     Factorial demand    Factorial demand   Factorial demand    Definite demand     Factorial demand
            Bunny

            League of
          Legends skin:     N/A                 Factorial demand   Definite demand     N/A                 Definite demand
        Victorious Jarvan


       Many playable cards in Hearthstone, such as Preparation, can be acquired by either purchasing packs that grant
       random cards, earning those packs by playing, or by transforming owned cards into new ones. Either money or
       time is thus always required, whereas skill (winning more packs), luck (discoveries from packs), and occasion (being
       at the right time and place to earn extra packs) remain factorial. The cosmetic Overwatch Bunny icon, in turn, is a
       customization that can only be acquired via a loot box, i.e. money and time do not guarantee acquirement (Bunny
       cannot be gained via transformation or bought directly) yet skill and occasion remain factorial (winning more at
       right times grants extra loot boxes). Finally, the Victorious Jarvan skin in League of Legends was granted only as a
       ranked reward in Season 1, hence money and luck are not (and never were) factors in its acquirement. The fact that
       players could acquire the skin only by reaching Gold or higher ranked tier in 2011 makes skill and occasion definite
       demands, whereas time remains factorial (all positive win rates benefit from temporal contribution).



       2.       Ethics and Athletic Superiority

       In this section, our concern is to estimate the sport-ethical nature of the demands that esport
       games set on players’ customization acts, and in this task, we consider the philosophical topic of
       fair athletic competition most relevant. For the purpose, we employ Nicholas Dixon’s (1999)
       notion of “athletic superiority,” which is based on the assumption that “the athlete who deserves
       to win is the one who performs better within the game’s rules and under conditions of equality”
       (13). While both “game rules” and “conditions of equality” are visibly prone to fruitful criticism
       and discussion (e.g. Hämäläinen 2013), they should also provide us with reasonable (enough)
       means to scrutinize esports in a valid sport-ethically colored light.
       Accordingly, our goal here is to figure out how cosmetic, functional, and out-game effects align
       with the notion of athletic superiority in esports. Our premise, built on the widely recognized
       “ethos of sport” (to be revisited later), is that money, luck, and occasion demands should be
       irrelevant or minimal factors in estimating athletic superiority, whereas time and skill should be
       relevant and maximal. Acknowledging that an absolute removal of the former and inclusion of
       the latter is rarely possible, our account aims first and foremost at determining practical
       parameters for them.


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       2.1.     Cosmetic Effects

       Despite the fact that cosmetic in-game purchases are, by definition, designed not to have
       significant impact on the game performance-wise, sometimes they do. And when they do, their
       position in the context of fair play becomes relevant.
       For instance, some cosmetic skins might be considered harder for players to visually distinguish
       from the game environment, for which a number of organizations and tournaments (e.g. in
       Heroes of the Storm) do not allow certain skins to be used in sanctioned competitive play. 1 From
       the perspective of athletic superiority and its concrete application, the ethical substance in this
       matter does not, however, pose the question “what skins should be banned?” but rather “should
       such skins be banned in the first place?” If all players have an equal opportunity to purchase
       skins that have been developed in concert with the game’s rules, why should some of them be
       banned in the first place? Our previously established premises yield two counterarguments.
       Initially, it could be pointed out that skins are mainly acquirable via hard currencies, which is
       generally considered a factor external to athletic superiority. Keeping in mind that officially
       sanctioned esport tournaments tend to allow the participants to use all available skins free of
       charge, this viewpoint does not concern tournament play with such exceptional conditions.
       Furthermore, if the tournament does not grant free access to all available skins, it is still worth
       noting that a skin rarely costs more than 10–20 dollars or euros, hence even if multiple skins are
       beneficial, the monetary sum required to purchase them would hardly be an exception in the
       history of sports where equipment acquirement has always played more or less critical roles. As
       long as the skins remain within a reasonable price range and the benefits they yield stay marginal,
       there is no major reason to ban them on monetary grounds.
       The second counterargument concerns the fact that skins appear differently for different players.
       For instance, certain skins are frequently reported having negative effects on colorblind players’
       performance due to their unique combinations of visual effects. This can be considered
       conflicting with player equality. Nonetheless, the problem here seems to be that of design rather
       than ethics and fair play. All major esport developers are known to run colorblind (and other
       related) tests on the skins they release. That is to say, if a cosmetic skin sets a group of players
       (e.g. those with deuteranopia) into a disadvantaged position, such instance is primarily a mistake
       in game design: none of the leading esports developers that we are aware of consciously maintain
       cosmetic designs that run against this principle. Whenever such design flows occur, banning the
       skin temporarily is a rational procedure until a fix is released.
       Ultimately, the potential benefits of cosmetic effects are presently so small that there seem to be
       few reasons for considering them unethical or unfair in terms of athletic superiority even when
       their acquisition is limited to monetary input. The foremost problem points tangle around
       cosmetics that can only be acquired by luck and occasion (e.g. Victorious Jarvan in Table 1), but
       as long as their impact on the game is solely aesthetic, there is no reason to discuss such instances
       more broadly. Designers should pursue minimizing the impact that cosmetics have on player
       performance unless they wish to include money, luck, or occasion in their ideal of athletic
       superiority.




       1 For an example, see https://heroeshype.com/naopen/




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       2.2.     Functional Effects

       Many of us would see little sense in a player purchasing the queen piece in a chess tournament,
       and yet, the spider queen Elise (a playable virtual champion in League of Legends) has been
       available for purchase in the game’s store since 2012, currently priced around 5–10 euros or
       dollars. In some esports, players are thus given the chance to make functional in-game purchases,
       i.e. performance-affecting enhancements acquirable via additional hard currency input. Since the
       complexities of diverse esports way exceed our present word limit, we do not try to cover all
       nuances of functional customization but rather focus on the paradigm that exemplifies the core of
       the issue: speeded up resource acquirement.
       Generally, none of today’s major esports offer direct purchasable empowerment that would
       provide definite competitive advantage. What many contemporary esports do offer, however, is
       the chance to speed up the process of acquiring resources that all high-level players are expected
       to have. Practically put, entities that are truly functional in a competitive virtual environment
       (“cards,” “heroes,” “runes” etc.) are usually acquired over time as free rewards for playing the
       esport game, and in this rubric, spending hard currency to purchase something like Elise merely
       enables the player to reach the saturation point of available resources faster. As to fair play and
       athletic superiority, the question is thus mainly that of time: how many hours it is reasonable to
       expect for a new player to play before their free rewards saturate the functional resource cap?
       Needless to say, there can be no absolute amount of time that could be used as a universal
       reference. One way to draw a pragmatic ballpark could be to employ the figures of expertise
       research in the field of psychology, nevertheless. If we accept the classic notion of “expert
       performance” that is argued to entail around 10 000 hours of deliberate practice next to
       international “good performance” that tends to come with some 5 000 deliberate practice hours
       (Ericsson et al. 1993), it would be defendable to assert that esport players should be given access
       to all functional resources by 5 000 played hours at the latest. If we are to believe in the
       calculations of esport forums⎯e.g. acquiring the largest pool of playable esport characters, that
       in League of Legends, has been estimated to take 2000–3000 play hours⎯there seems to be no
       conflict between the possibility to purchase functional resources and accumulating the resource
       pool via practice. By the time when the player is experienced enough to reach higher
       performance levels, they should also have acquired all the functional resources for free.
       The above should be submitted with two cautionary remarks: players who compete on low
       performance levels may still find themselves in unequal positions due to some accessing all
       functional resources faster than others by means of hard currency purchases, and even on higher
       performance levels hard currency purchases might provide occasional advantage by granting
       some players access (and practice opportunities with) new resources without delay. Without,
       again, going into the specifics of different esport games, we do not consider the former markedly
       problematic due the minor benefits in question (a purchased playable character becomes useful
       only if the player learns to use it via deliberate practice), and the latter mainly concerns esport
       games like Hearthstone where a new set of expensive cards is a frequently occurring event (see
       Table 1). We do, however, wish to add a call for empirical research especially concerning the
       latter point: it would be important to substantiate our view by qualitative interviews with expert
       players to investigate, for example, if Hearthstone professionals consider regular card purchases
       critical for competitive success (e.g. due to benefits related to gaining more time for
       experimentation).




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       2.3.     Out-game Effects

       In brief, we do not consider the out-game effects generated by monetary or other sport-ethically
       pertinent demand factors (i.e. esport players’ service and equipment acquisitions) of great
       relevance here. Good coaching is often expensive coaching, and this applies to all sports
       somewhat equally. There is no need to deprive coaches of their competitive salaries. Likewise,
       while it is a fact that apparatuses such as high-quality computers and mice may result in concrete
       performance-enhancing benefits for those who are able (and willing) to invest in them, those
       benefits are not significantly different from the ones in other established sports. Quality gaming
       hardware is not free, not unlike quality bicycles, skis, and sailing boats. If a specific piece of
       hardware turns out exceptionally superior in terms of player performance, tournament organizers
       should consider banning or restricting their use in case of limited availability.


       3.       Conclusions

       Regardless of their economically driven gamified design, contemporary esport games seem to be
       somewhat advanced from the sport-ethical perspective of athletic superiority and fair play:
       available customizations that are problematic in terms of rules or player equality (such those
       demanding exceptional quantities of money, luck, and occasion) appear to be scarce.
       Nevertheless, we would like to conclude by calling attention to the fact that athletic superiority
       and fair play, as sport-ethical concepts, both derive from the so-called “ethos of sport” that has
       come to grant certain elements with normative value without being able to explain why (see
       Nguyen 2017). In other words, by no means do we suggest that sports and esports where factors
       like money, luck, and occasion are central should be considered corrupt or poorly
       designed⎯such activities can well function as ethically rigid competitive activities operating
       under their own (distinct) standards of fairness. While our present goal has been to investigate
       esports specifically through the lens of athletic superiority and fair play, as conceived by the
       ethos of sport, we encourage future research to explore alternative ethoses that are less (or
       differently) restricted in their contextualized framing.


       Acknowledgements

       We thank C. Thi Nguyen for his insights on the philosophical argument, Ying-Ying Law for her
       expert perspective on Hearthstone, Lassi Kimppa for verifying other gaming related parts, and
       our three reviewers (especially the second one) for their comments and feedback.


       References

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       Kimppa, K., Heimo, O. & Harviainen, JT. (2016) “First Dose Is Always Freemium.” ACM SIGCAS
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