Sifter
EA SPORTS™ FIFA 23 cover art

EA SPORTS™ FIFA 23

Steam

EA Canada · Electronic Arts

SimulationSports
View on Steam

Design Risk Score

Verified data
FGrade

69/100

4 mechanics flagged

Monetization57pts
Urgency12pts
Retention0pts

Why this score

  • Pay-to-Win+25

    Paying grants a direct gameplay or competitive advantage.

    Why this counts

    Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.

    • Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
    • Fairness-perception research on paid advantage in multiplayer games
  • Loot Boxes+20

    Randomised paid containers that can affect gameplay.

    Why this counts

    Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).

    • Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
    • Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
    • ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
  • Microtransactions+12

    In-game purchases sells items that affect gameplay or progression.

  • FOMO Events+12

    Time-limited content tied to purchasable items.

    Why this counts

    Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.

    • Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
    • Scarcity principle (Cialdini) applied to limited-time store offers

Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 69/100. How scoring works →

Joy Index

57/100

Good

Community score: 57/100
Joy reflects genuine enjoyment after accounting for design risk.

Verdict

Reconsider

Worth reconsidering

This game's design leans heavily on maximizing spending over enjoyment. If you play, set firm limits and stay aware of the pressure tactics at work.

  • Consider evidence-based alternatives
  • If you play, set a hard budget and strict time limits
  • Be aware of sunk-cost pressure tactics

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Where to buy

Compare elsewhere:GOGEpic

Prefer something else?

Similar games that respect your time and wallet more.

Detected Design Patterns

FOMO Pressure

Content is available only during a limited window, then rotates out.

No player confirmations yet
Loot Boxes

Paid containers with randomised contents; item value varies by rarity.

No player confirmations yet
Pay-to-Win

Purchases grant progression or competitive advantage over non-paying players.

No player confirmations yet

Learn about these patterns in the Pattern Registry →

Why this score

Verified data
  • Pay-to-Win+25

    Paying grants a direct gameplay or competitive advantage.

    Why this counts

    Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.

    • Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
    • Fairness-perception research on paid advantage in multiplayer games
  • Loot Boxes+20

    Randomised paid containers that can affect gameplay.

    Why this counts

    Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).

    • Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
    • Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
    • ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
  • Microtransactions+12

    In-game purchases sells items that affect gameplay or progression.

  • FOMO Events+12

    Time-limited content tied to purchasable items.

    Why this counts

    Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.

    • Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
    • Scarcity principle (Cialdini) applied to limited-time store offers

Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 69/100. How scoring works →

Time Respect

Verified data
80/100 · higher respects your time more
  • Limited-Time Events-20

    Time-limited content pressures you to play now instead of when you actually want to.

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EA SPORTS™ FIFA 23 — Sifter score

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