Abstract
Many games which incorporate microtransactions—uncapped, repeated in-game purchases—are described by players as having
had their 'dynamics designed to drive spending'. Such games are perceived by players as designed primarily to encourage
spending, rather than with the improvement of the player experience in mind. However, it is unknown how playing these
games affects players. We addressed the research question of “What consequences might there be of interaction with games
perceived as having had their dynamics designed to drive spending?” considering adult players. We conducted semi-structured
interviews and used a grounded theory method of analysis. Our findings revealed five life areas of problematic consequences:
financial issues, problems at work and education due to distraction and lack of productivity, emotional consequences for selfperception, problems sleeping, and social consequences. These outcomes emerge from the interaction of players with certain
vulnerability traits with these game mechanics. We discuss these findings in the context of gaming disorder and the
gamblification of games.