diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index b2794bf..ef58992 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -3,87 +3,89 @@ title: What is a loot box? credits: XPUB contents: - 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 digital or physical box. + - A virtual box inside video games containing randomized items. + - A virtual box of hidden motives, designed to persuade and trick players. + - A virtual box where the user can pay and access products. Those items can be useful to develop your character in the game or can be collectable. - A lottery box. - It looks like a real gift, but you purchase it for yourself. - - I choose it. - - I get something nice. + - You choose it. + - You get something nice. - - The loot box is embedded in a context. + - A box 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. - - The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. + - Payment + - A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games. - "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. + - A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure 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. - - It appears and disappears quickly in order to seem exclusive and to make the player buy it without thinking too much. - - Time pressure creates artificial urgency. - - Excitement-anticipation. + - A quest, narrative or social pressure can justify any loot box. + - It appears and disappears quickly in order to seem exclusive. Thus, it makes the player buy it without thinking too much. + - Time pressure creates artificial urgency (jeopardy). + + - Excitement and anticipation - A feeling of excitement and anticipation could be related to the excitement of gambling. - You know that there is a chance of getting some items that you desire. - - 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 desirable because it creates rare chances to get powerful items. + - It is like gambling because you anticipate what is inside. - - 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. - - Of course then you open it and it's disappointing. But there is a moment before opening it when ANYTHING is possible. I like that state of being. - - It's like the cat in the box, is she dead is she alive, she is both until you open the box. - - Surprise. + - A secret treasure that is not worth the money you pay for it, nor the expectations you have for it. However, that is somehow exciting. + - "Addictiveness is connected to the surprise mechanism: the moment of anticipation is addictive. It makes you feel that anything is possible." + - "It's like the cat in the box: is she dead or is she alive? She is both until you open the box." + + - Surprise - An entertaining element. - It keeps the players hooked to the game by using an element of surprise. - The player never knows what is inside of it. - Surprise that comes with consequences. - - 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. + - Reward + - An immediate reward. + - The immediate reward makes it fun. The risk comes with pleasure. + - It 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 guaranteed reward in exchange for money. - - Progress in the game. + + - 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. + - Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase. + - You will get better if you buy a loot box. - - Emotional trigger. - - Strong emotional reactions are tied to finances. + - Emotional trigger + - Strong emotional reactions are tied to the financial elements. - Pleasure. - Thrill. - Excitement. - Desire. - Disappointment. - - Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded. - - It's collectible. + - "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded." + - "It's collectable." - 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 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’s an alternate reality experience of collecting things you can't own in real life." + - It’s a pulse in the circulation of resources between a virtual game and the reality outside of it. - - Loot box as currency exchange. - - Game coin. + - Loot box as currency exchange + - The 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. @@ -91,17 +93,16 @@ 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?" - 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 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. - It sets the beat for repeated microtransactions. - - it's a repetitive rhythm for the player's temporality. + - "It's a repetitive rhythm for the player's temporality." - It builds a habit by triggering the attention and the emotional response of the player. - - It's fun. + - "It's fun." - It ensures that you keep playing potentially forever. - From habit to addiction. - - You would pay weird amounts of money to obtain something new. + - You pay money to obtain something new. - Risk. - Ritual. - Destiny. @@ -109,29 +110,27 @@ contents: - 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. + - It provides you with collectables or power-ups that make you progress inside the game. - A temporalized tool for the distribution and management of resources. - - Exploitation. + - 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. + - "A money-making mechanism that uses real-world money in video games' worlds." - - It targets vulnerable players - - A trigger for addictive behavior. - - A trigger for toxic behavior. - - An escape from the real life. + - It targets vulnerable players. + - A trigger for addictive behaviour. + - A trigger for toxic behaviour. + - An escape from real life. - Fake promises. - - FOMO. + - FOMO (fear of missing out). - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - Peer pressure. - Social pressure. - - How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? - - - Individual engagement. + - Individual engagement - A personalized 1 to 1 interaction. - 1 to machine interaction. ---