Document / Paper
Ethical Monetization in Free-to-Play Games: A Case Study of Dota 2
An evaluative report exploring how Dota 2 balances monetization, ethics, and long-term player experience through cosmetics, events, and progression systems.
Focuses on how monetization choices influence motivation, perceived fairness, and long-term trust in a competitive free-to-play game.
What this covers
Key areas evaluated in the report.
- Cosmetics & fairness
How non-pay-to-win monetization still shapes player perception and value.
- Events & battle passes
How limited-time content drives engagement (and where pressure can appear).
- Retention vs respect
Where systems feel rewarding vs where they risk becoming routine or fatigue.
My contribution
How I approached the analysis.
- Evaluation framework
Defined criteria around fairness, agency, clarity, and ethical pressure.
- System breakdown
Mapped monetization touchpoints across store, events, and progression.
- Design reflections
Converted findings into practical takeaways applicable to future projects.