ソーシャルゲームが抱える潜在リスク 「射幸心」あおる仕組みとは :日本経済新聞 (via otsune)
ガチャはパソコン用のアイテム課金式のオンラインゲームで2005年頃に生まれ、日本国内で急速に普及した。熱中するとレアなアイテムを獲得しようと多額の金額を使ってしまう傾向がある。
パソコン向けのオンラインゲーム「真・女神転生IMAGINE」(ケイブ)は、09年のピーク時には、利用者の平均単価が月1万6000円を越える高い客単価となった。このシステムがソーシャルゲームのカードバトルでも普及。多くのカードゲームでは、収益の7割をガチャが占める状態だという。
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