- A loot box is a virtual box inside video games containing randomized items.
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- 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.
- 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.
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- 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.
- Incremental rewards.
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- 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.
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- 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.
- Exploitation.
- The potentially endless collection creates artificial needs.
- Exploitative fun.
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- Social pressure.
- How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making?