From 4205eea9a90dda37811308cc83035e8807257f19 Mon Sep 17 00:00:00 2001 From: mitsa Date: Mon, 14 Mar 2022 19:55:08 +0100 Subject: [PATCH] Update 'what-is-a-loot-box/contents.md' --- what-is-a-loot-box/contents.md | 179 +++++++++++++++++---------------- 1 file changed, 90 insertions(+), 89 deletions(-) diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index 548908e..ad89d0a 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -3,148 +3,149 @@ title: What is a loot box? credits: XPUB contents: what are the characteristics of the lootbox? - - closed box with objects inside + - **closed box with objects inside** - The 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 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. - - 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. - A player pays real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game. - - 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 its disappointing. But there is a moment before opening it when ANYTHING is possible. I like that state of being. + - 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 - - an entertaining element - - it keeps the players hooked to the game by using an element of surprise + - 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 - - a gift to yourself + - Surprise that comes with consequences. + - Reward. + + - **a gift to yourself** - They look like real gifts, but you purchase them for yourself. - - you choose - - you get something nice - - emotional response + - You choose. + - You get something nice. + + - **emotional response** - Strong emotional reactions are tied to finances. - - pleasure - - thrill - - excitement - - desire - - microtransaction - - the user would pay weird amounts of money to obtain something new. - - you will get better if you buy one - - designed to be addictive - - Very real addictive mechanisms + - Pleasure. + - Thrill. + - Excitement. + - Desire. + - Disappointment. + + - **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 - - Some rewards are rare and that makes the loot box desirable - - It puts the player in a condition for purchasing without thinking too much. + - Designed to be desirable and to be purchased again and again. + - Some rewards are rare and that makes the loot box desirable. + - 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 + - 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?" - - - 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. - 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 sets the beat for repeated microtransactions. - 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 ensures that the player keeps playing potentially forever - - from habit to addiction + - 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. - - fast-thinking + - **fast-thinking** - 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. - - 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 - - gambling /excitement-anticipation + - 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 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. - - immediate 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 (and in your life?) - - some players might even feel cornered into purchasing loot boxes as the game cannot reach its full potential without it. + - 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. - - 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 - - The potentially endless collection creates artificial needs - - exploitative fun + - **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** + - 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. - - repetition - - a rewarding mechanism + - **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 - - disappointment - - You can keep opening loot boxes forever - - risk + - Incremental rewards. + - It is disguised as safe and innocent + - You can keep opening loot boxes forever. - - It targets vulnerable players - - trigger for addictive/toxic behavior + - **It targets vulnerable players** + - A trigger for addictive behavior + - A trigger for toxic behavior. - It has no limitations - - Escapism from the real life + - An escape from the real life. - - FOMO + - **FOMO** - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - Peer pressure - Social pressure - - 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 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 - - game coin - - collectible item - - real money + - **loot box as currency exchange** + - Game coin + - Collectible item + - Real money - Power-Up - - The box is embedded in a context - - It works within the context of a game - - It works outside the context of a game + + - **the 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. - How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? - - "The combination of payment and surprise can have the following effects:" - - gambling - - addiction - - risk - - ritual - - destiny - - exploitation + - The combination of payment and surprise can have the following effects: + - Gambling + - Addiction + - Risk + - Ritual + - Destiny + - Exploitation - etc. - - risk - - reward - - surprise - - disappointment - - - this loot box found you for a reason + - Risk + - Reward + - Surprise + - Disappointment + - general individual engagement - a personalized 1 to 1 interaction - 1 to machine interaction.