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The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019

Fig 1

Time series graph showing the percent of the sample playing games with each relevant feature during the period under test.

Models produced by three separate joinpoint regression analyses are superimposed on the graph as lines on top of each relevant time series.

Fig 1