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A small real-money purchase made within a game, typically for individual cosmetic items, in-game currency bundles, consumable boosts, or content unlocks. Despite the 'micro' prefix, individual transactions frequently cost $5,$25, and spending can accumulate into hundreds or thousands of dollars for engaged players. Microtransactions are the primary revenue mechanism for free-to-play games and are also common in premium-priced titles. The practice emerged in PC browser games and Asian MMOs in the early 2000s before migrating to console games with the Xbox 360 and PlayStation 3 generation's introduction of digital storefronts. Three distinct categories define most microtransaction ecosystems: cosmetic-only (character skins, emotes, sprays, League of Legends, Fortnite) which are broadly accepted because they don't affect gameplay; currency-to-randomised-rewards (loot boxes, gacha) which have faced regulatory scrutiny for gambling parallels; and pay-to-win or pay-to-progress-faster which are criticised for compromising game integrity. The most commercially successful microtransaction-driven game is Genshin Impact, which has generated over $4 billion in mobile revenue alone since 2020. Regulators in Belgium, the Netherlands, and several other European jurisdictions have acted against randomised microtransactions; the UK Gambling Commission concluded in 2017 that loot boxes are not technically gambling under existing law but flagged consumer protection concerns.