- A loot box is a virtual box inside video games containing randomized items.
- 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 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 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 lottery box.
- **a gift to yourself**
- It looks like a real gift, but you purchase it for yourself.
- They look like real gifts, but you purchase them for yourself.
- I choose it.
- I choose.
- I get something nice.
- 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 within the context of a game.
- It works outside 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.
- 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.
- The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games.
- You don´t get it for free, and you don't know what you get.
- You don´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.
- 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 is what motivates immediate irrational purchases.
- It can be rational in the context of the game.
- It can be rational in the context of the game.
- A quest, narrative, social pressure or else can justify any loot boxes.
- A quest, narrative, social pressure or else can justify any loot boxes.
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- It is desirable because it creates the chances that you get a really rare or powerful item out of it.
- 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.
- 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 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.
- 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.
- 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.
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- The player never knows what is inside of it.
- The player never knows what is inside of it.
- Surprise that comes with consequences.
- Surprise that comes with consequences.
- **immediate reward**
- Reward.
- Reward.
- Immediate reward.
- The immediate reward makes it fun, the risk comes with pleasure.
- 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.
- 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.
- A reward after accomplishing a really heroic task.
- An immediately rewarding response preceded by a generally customized trigger.
- An immediately rewarding response preceded by a generally customized trigger.
- A rewarding experience.
- A guaranteed reward in exchange for money.
- A guaranteed reward in exchange for money.
- Progress in the game.
- Progress in the game.
- You have more power 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.
- 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.
- You will get better if you buy one.
- **emotional response**
- Emotional trigger.
- Strong emotional reactions are tied to finances.
- Strong emotional reactions are tied to finances.
- Pleasure.
- Pleasure.
- Thrill.
- Thrill.
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- Desire.
- Desire.
- Disappointment.
- 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.
- Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded.
- It's collectible.
- It's collectible.
- Incremental rewards.
- Incremental rewards.
- It is disguised as safe and innocent.
- It is disguised as safe and innocent.
- You can keep opening loot boxes forever.
- 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 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.
- 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.
- Game coin.
- Collectible item.
- Collectible item.
- Real money.
- Real money.
- Power-Up.
- Power-Up.
- **designed to be addictive**
- Designed to be addictive.
- Very real addictive mechanisms.
- Very real addictive mechanisms.
- A repeated scheme that ensures constant spending into virtual game currencies.
- A repeated scheme that ensures constant spending into virtual game currencies.
- Designed to be desirable and to be purchased again and again.
- Designed to be desirable and to be purchased again and again.
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- It puts you in a condition for purchasing without thinking too much.
- It puts you in a condition for purchasing without thinking too much.
- Its timespan is similar to the discount periods or Black Friday.
- Its timespan is similar to the discount periods or Black Friday.
- Looking under the hood.
- 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 trigger for addictive behaviour.
- A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player.
- 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.
- The rewards of the loot box can affect both the gameplay and the social environment around the game.
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- It ensures that you keep playing potentially forever.
- It ensures that you keep playing potentially forever.
- From habit to addiction.
- From habit to addiction.
- You would pay weird amounts of money to obtain something new.
- You would pay weird amounts of money to obtain something new.
- Risk
- Risk.
- Ritual
- Ritual.
- Destiny
- Destiny.
- **it hacks the temporality of a game**
- It hacks the temporality of a game.
- It allows you to customize your game character.
- It allows you to customize your game character.
- It shifts the dynamics in the game.
- It shifts the dynamics in the game.
- It provides you with collectibles or power-ups that make you progress inside 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.
- A temporalized tool for the distribution and management of resources.
- **exploitative**
- Exploitation.
- The potentially endless collection creates artificial needs.
- The potentially endless collection creates artificial needs.
- Exploitative fun.
- Exploitative fun.
- The benefits for you are emotional. The benefits for the game platforms are financial.
- 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.
- 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 addictive behavior.
- A trigger for toxic behavior.
- A trigger for toxic behavior.
- It has no limitations.
- An escape from the real life.
- An escape from the real life.
- Fake promises.
- **FOMO**
- FOMO.
- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
- Peer pressure
- Peer pressure.
- Social pressure
- Social pressure.
- How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making?
- How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making?