Background:
The financial model of the video game industry now makes heavy use of in-game purchases (“microtransactions” / “DLC” (downloadable content) / “loot boxes”). These supplementary purchases frequently bring in more revenue than traditional sales.
Most transactions fall into these categories:
- Pay for additional content: the “expansion pack” model. This is old-fashioned, but still exists.
- Pay for cosmetic items (e.g. “pay 5 dollars and you get a helmet shaped like a giant bird”)
- Pay to skip the grind (e.g. “pay 10 dollars to get to level 100 and be able to use the best sword, rather than playing the game for 100 hours).
- Pay to win (for multiplayer games, e.g. “pay 5 dollars, and in the next 5 matches, your tanks will reload twice as fast”). Frequently seen in mobile games.
Proposal:
Conspicuously absent from these models are “pay to stop being addicted to the game” and “pay to force myself to become a more responsible adult.”
Below are a few proposed new categories of in-game purchase wherein a user would pay in order to play less of the game (Figure 1):
- Pay to cause the game to automatically quit if you’ve been playing for more than an hour.
- Pay to prevent the game from running at all until after your taxes are filed.
- Pay to prevent playing the game after 11:00 PM on a work night / school night.

PROS: Increases civic virtue and personal responsibility.
CONS: May reduce overall game revenue, since this process would tend to kick out the bigger spenders.
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