Controversies: Loot box ethics, pay-to-win perceptions, dark-pattern UX, gamer well-being/screen-time, data privacy, esports integrity. Stakeholders: players, parents, regulators, platforms (Apple/Google), advocacy groups, academics.
Institutional locations: Game studios (Supercell), platform holders, ad networks, payment processors, esports orgs, universities researching games, consumer-protection agencies.
Fields
Medical/psych: addiction, cognitive load, stress.
Legal/gov: consumer law, minors’ purchases, data protection.
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Psychological: reward loops, compulsion, motivation.
Engineering: scale, latency, security.
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Economic: two-sided markets, freemium, whales vs minnows.
Academic/education: game-based learning, strategy/problem-solving.
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Political-economic histories: From premium to free-to-play; rise of mobile platforms, ad-tech targeting, platform fees (30%→variable); global regulation of loot boxes and child data.