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{{Incomplete}}{{ToneWarning}}<!-- Recommended sources to read and soon integrate into the article:


Monetization overload, often also referred to as over-monetization, happens when a company puts too many features within their product behind a paywall, or focuses too much development on a product's monetization over the functionality of the product.
https://www.bringintim.com/corcorans-business-of-law/2015/07/over-monetization


==How it works==
https://createifwriting.com/pitfalls-of-monetization/
This is an umbrella term for various practices that companies may follow explicitly for the goal of profit. Examples include:


* [[Advertising overload|Advertising Overload]]  
https://en.wikipedia.org/wiki/Monetization
* [[Planned obsolescence|Planned Obsolescence]]/[[Self-destructive design|Self-Destructive Design]]
 
* [[Subscription service|Subscription Service]]/[[Software as a service|Software as a Service]]
https://www.conradbastable.com/essays/monetization-amp-monopolies-how-the-internet-you-loved-died
 
>> FOR FINDING COUNTERPOINTS ONLY!
https://alexandremacmillan.com/2019/01/30/focus-on-monetization-not-retention/
 
>> NEEDS MIRROR! https://clockwork-labs.medium.com/our-thoughts-on-game-monetization-909976b5287d
 
https://community.gemsofwar.com/t/player-retention-should-be-prioritized-over-monetization/83717
 
https://en.wikipedia.org/wiki/Video_game_monetization
 
https://thearrowheadonline.com/4812/opinion/over-monetization-ruins-gaming-industry/
 
>> MAY NOT BE RELEVANT! https://greattransition.org/publication/monetizing-nature-taking-precaution-on-a-slippery-slope
 
https://digiday.com/media/media-briefing-apple-news-ad-monetization-still-abysmal-for-some/
 
https://journals.sagepub.com/doi/10.1177/2056305120969877?icid=int.sj-full-text.similar-articles.7
 
https://medium.com/@GWBycer/what-is-dark-side-monetization-3b82347fe19f
 
https://gamefaqs.gamespot.com/boards/726732-rustys-real-deal-baseball/69017277
 
https://www.youtube.com/watch?v=Mhz9OXy86a0
 
https://www.gamesindustry.biz/when-good-monetization-meets-bad-ethics
 
>> USE AS POINT FOR MALICE! https://news.ycombinator.com/item?id=32097752
 
https://forum.enlisted.net/en/t/this-game-has-one-of-the-worst-if-not-the-worst-cosmetic-monetization-system-ive-ever-seen-in-a-videogame/133831
 
https://economics.td.com/gbl-debt-monetization
 
https://www.youtube.com/watch?v=g16heGLKlTA
 
https://m.youtube.com/live/Ku6YJQrZ2cg?t=0s
 
https://www.threads.net/@kmarford/post/DA4DkBaPjVq
 
https://pmc.ncbi.nlm.nih.gov/articles/PMC9768720/
 
>> USE AS EXAMPLE! https://x.com/gwillem/status/1805741224189739170 -->'''Monetization overload''', or '''over-monetization''', is when a company focuses on heavily monetizing a product or service, usually at the cost of consumer engagement or even functionality. Over-monetization may come in the form of [[advertising overload]], [[Predatory microtransactions|microtransactions]], unjustified [[Subscription service|subscriptions]], locking core features behind a paywall, etc. While its understood that products and services require compensation in some form, even when they're "free", the degradation of quality, limits of functionality, and loss of consumer engagement are often symptoms of excessive monetization of the product or service.


==Why it is a problem==
==Why it is a problem==
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=== Monetization Bias ===
===Monetization Bias===
Often when a product is over-monetized, the development of said product often ends up being biased towards features that increases transactions from consumers or advertising promotions from other companies. This kind of bias also does not favor developing features and fixes that do not directly incur revenue for the publisher, including but not limited to patching bugs, tweaking balance, repairing product defects, and moderating communities.  
Often when a product is over-monetized, the development of said product often ends up being biased towards features that increases transactions from consumers or advertising promotions from other companies. This kind of bias also does not favor developing features and fixes that do not directly incur revenue for the publisher, including but not limited to patching bugs, tweaking balance, repairing product defects, and moderating communities.  


=== Monetizing mundane features ===
===Monetizing mundane features===
Some product features that may have been normal and free to access for consumers could also be monetized in absurd ways. Free to play (F2P) titles could see experience progression be slowed down to encourage purchasing "experience boosts".  
Some product features that may have been normal and free to access for consumers could also be monetized in absurd ways. Free to play (F2P) titles could see experience progression be slowed down to encourage purchasing "experience boosts".  


This can be further applied with mundane monetization, where products could have barely different variants being sold at the same time. This is especially seen with cosmetics for games, where even a simple reshade could be sold.  
This can be further applied with mundane monetization, where products could have barely different variants being sold at the same time. This is especially seen with cosmetics for games, where even a simple reshade could be sold.  


=== Advertising Overload ===
===Advertising Overload===
{{Main|Advertising overload}}
{{Main|Advertising overload}}
In an effort to make money from consumers, companies may integrate advertisements into their products to generate revenue. This can become adverse if the company is hasty to integrate advertisements.  
In an effort to make money from consumers, companies may integrate advertisements into their products to generate revenue. This can become adverse if the company is hasty to integrate advertisements.  
==Examples==
==Examples==
{{Incomplete section}}
{{Incomplete section}}
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====Activision - Call of Duty's battle pass overload====
====Activision - Call of Duty's battle pass overload====


==== Epic Games - Fortnite's genericide through paid cosmetics ====
====Epic Games - Fortnite's genericide through paid cosmetics====


==References==
==References==

Latest revision as of 02:23, 6 September 2025

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Monetization overload, or over-monetization, is when a company focuses on heavily monetizing a product or service, usually at the cost of consumer engagement or even functionality. Over-monetization may come in the form of advertising overload, microtransactions, unjustified subscriptions, locking core features behind a paywall, etc. While its understood that products and services require compensation in some form, even when they're "free", the degradation of quality, limits of functionality, and loss of consumer engagement are often symptoms of excessive monetization of the product or service.

Why it is a problem[edit | edit source]

Genericide[edit | edit source]

When a product, more specifically a live service game, focuses extremely on monetization, it retroactively dulls the experience of the product, even going so far as to devalue the product itself. This especially can damage the core purpose of the product, since an event entirely unrelated to it could effectively block consumers from the full functionality of their product.

Often when a game faces genericide through monetization, publishers are biased against development on core features and even bug fixes, instead opting for implementing more generic or otherwise unrelated products to sell on the in-game storefront. For example, the Call of Duty Squid Game promotion overtook the spotlight of development for the game,[1][2] rather than the development of the game's anticheat, despite promises from Activision.[3]

Monetization Bias[edit | edit source]

Often when a product is over-monetized, the development of said product often ends up being biased towards features that increases transactions from consumers or advertising promotions from other companies. This kind of bias also does not favor developing features and fixes that do not directly incur revenue for the publisher, including but not limited to patching bugs, tweaking balance, repairing product defects, and moderating communities.

Monetizing mundane features[edit | edit source]

Some product features that may have been normal and free to access for consumers could also be monetized in absurd ways. Free to play (F2P) titles could see experience progression be slowed down to encourage purchasing "experience boosts".

This can be further applied with mundane monetization, where products could have barely different variants being sold at the same time. This is especially seen with cosmetics for games, where even a simple reshade could be sold.

Advertising Overload[edit | edit source]

Main article: Advertising overload

In an effort to make money from consumers, companies may integrate advertisements into their products to generate revenue. This can become adverse if the company is hasty to integrate advertisements.

Examples[edit | edit source]

This section is incomplete. This notice can be deleted once all the placeholder text has been replaced.

Gaming[edit | edit source]

Mobile games[edit | edit source]

Microsoft - Halo Infinite's armor customization[edit | edit source]

Activision - Call of Duty's battle pass overload[edit | edit source]

Epic Games - Fortnite's genericide through paid cosmetics[edit | edit source]

References[edit | edit source]

  1. Armughanuddin, Md (Published Jan 3, 2025). "Call of Duty: Black Ops 6 Confirms Bad News About Squid Game Crossover Event". GameRant. Retrieved Apr 3, 2025. {{cite news}}: Check date values in: |date= (help)
  2. Kain, Erik (Jan 06, 2025). "'Warzone' Is Completely Broken After 'Squid Game' Update". Forbes. Retrieved Apr 3, 2025. {{cite news}}: Check date values in: |date= (help)
  3. Zhou, Andrew (Jan 3, 2025). "Fans Are Not Thrilled About The New Black Ops 6 Squid Game Event Due To The Premium Reward Track Price Tag". ScreenRant. Retrieved Apr 3, 2025.