From 0c98959c16b9d2018dd4a6b1b67a298223a7b696 Mon Sep 17 00:00:00 2001 From: grgr Date: Tue, 15 Mar 2022 15:08:14 +0100 Subject: [PATCH] final edit done --- what-is-a-loot-box/contents.md | 54 ++++++++++++++++------------------ 1 file changed, 25 insertions(+), 29 deletions(-) diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index ad91cb3..a97e914 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -2,30 +2,29 @@ title: What is a loot box? credits: XPUB contents: - what are the characteristics of the lootbox? - - **closed box with objects inside** + + - A closed box with objects inside. - A loot box is a digital or physical box. - A loot box is a virtual box inside video games containing randomized items. - A loot box is a virtual box of hidden motives designed to persuade and/or trick players. - A virtual box where the user can pay and access products/items that can be useful to go on with the game, or can be collectible. - A lottery box. - - **a gift to yourself** - - They look like real gifts, but you purchase them for yourself. - - I choose. + - It looks like a real gift, but you purchase it for yourself. + - I choose it. - I get something nice. - - **the box is embedded in a context** + - The loot box is embedded in a context. - It works within the context of a game. - It works outside the context of a game. - When the game gets tough, the loot box offers you a shortcut. - - **payment** + - Payment. - The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. - You donĀ“t get it for free, and you don't know what you get. - I payed real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game. - - **fast-thinking** + - Fast-thinking. - It is what motivates immediate irrational purchases. - It can be rational in the context of the game. - A quest, narrative, social pressure or else can justify any loot boxes. @@ -37,7 +36,7 @@ contents: - It is desirable because it creates the chances that you get a really rare or powerful item out of it. - It is like gambling because you don't know what is inside of it. - - **surprise mechanism** + - Surprise mechanism. - The element of surprise is a highly appreciated aspect of the loot box. - The loot box is like a secret treasure that is usually not worth the money you pay for it, or the expectations you have for it, but that is somehow exciting. - I think the addictiveness is very connected to the surprise mechanism, I think that anticipation moment is what is addictive. How that makes you feel. Anything is possible. @@ -49,20 +48,19 @@ contents: - The player never knows what is inside of it. - Surprise that comes with consequences. - - **immediate reward** - Reward. + - Immediate reward. - The immediate reward makes it fun, the risk comes with pleasure. - Loot box derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up. - A reward after accomplishing a really heroic task. - An immediately rewarding response preceded by a generally customized trigger. - - A rewarding experience. - A guaranteed reward in exchange for money. - Progress in the game. - You have more power in the game. - Some players might even feel cornered into purchasing loot boxes as the game cannot reach its full potential without it. - You will get better if you buy one. - - **emotional response** + - Emotional trigger. - Strong emotional reactions are tied to finances. - Pleasure. - Thrill. @@ -70,25 +68,23 @@ contents: - Desire. - Disappointment. - - **repetition** - - A rewarding mechanism. - Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded. - It's collectible. - Incremental rewards. - It is disguised as safe and innocent. - You can keep opening loot boxes forever. - - **it interfaces the game and the real world** + - It interfaces the game and the real world. - It is an alternate reality experience of collecting things you can't own in real life. - It is a pulse in the circulation of resources between a virtual game and the reality outside of it. - - **loot box as currency exchange** + - Loot box as currency exchange. - Game coin. - Collectible item. - Real money. - Power-Up. - - **designed to be addictive** + - Designed to be addictive. - Very real addictive mechanisms. - A repeated scheme that ensures constant spending into virtual game currencies. - Designed to be desirable and to be purchased again and again. @@ -96,7 +92,7 @@ contents: - It puts you in a condition for purchasing without thinking too much. - Its timespan is similar to the discount periods or Black Friday. - Looking under the hood. - - "Time constraint or the lack thereof: how does this contribute to the risk/pleasure/adrenaline rush that comes with every loot box unlocking experience?" + - Time constraint or the lack thereof: how does this contribute to the risk/pleasure/adrenaline rush that comes with every loot box unlocking experience? - A trigger for addictive behaviour. - A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player. - The rewards of the loot box can affect both the gameplay and the social environment around the game. @@ -107,36 +103,36 @@ contents: - It ensures that you keep playing potentially forever. - From habit to addiction. - You would pay weird amounts of money to obtain something new. - - Risk - - Ritual - - Destiny + - Risk. + - Ritual. + - Destiny. - - **it hacks the temporality of a game** + - It hacks the temporality of a game. - It allows you to customize your game character. - It shifts the dynamics in the game. - It provides you with collectibles or power-ups that make you progress inside the game. - A temporalized tool for the distribution and management of resources. - - **exploitative** + - Exploitation. - The potentially endless collection creates artificial needs. - Exploitative fun. - The benefits for you are emotional. The benefits for the game platforms are financial. - A money-making mechanism that uses real world money in video games' worlds. - - **It targets vulnerable players** + - It targets vulnerable players - A trigger for addictive behavior. - A trigger for toxic behavior. - - It has no limitations. - An escape from the real life. + - Fake promises. - - **FOMO** + - FOMO. - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - - Peer pressure - - Social pressure + - Peer pressure. + - Social pressure. - How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? - - **an individual engagement** + - Individual engagement. - A personalized 1 to 1 interaction. - 1 to machine interaction. ---