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@ -6,15 +6,30 @@ contents:
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- A closed box with objects inside.
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- A digital or physical box.
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- A virtual box inside video games containing randomized items.
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- A virtual box of hidden motives, designed to persuade and trick players.
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- 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.
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A virtual box of hidden
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motives, designed
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to persuade and
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trick players.
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A virtual box where
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the user can pay and
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access products. Those
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items can be useful to
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develop you character
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in the game or can
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be collectable.
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- A lottery box.
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- It looks like a real gift, but you purchase it for yourself.
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It looks like a real gift,
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but you purchase it
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for yourself.
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- You choose it.
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- You get something nice.
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- A box embedded in a context.
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A box embedded in
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a context.
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- It works within the context of a game.
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- It works outside the context of a game.
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- When the game gets tough, the loot box offers you a shortcut.
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@ -40,14 +55,26 @@ contents:
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- Surprise mechanism
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- The element of surprise is a highly appreciated aspect of the loot box.
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- 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.
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- "Addictiveness is connected to the surprise mechanism: the moment of anticipation is addictive. It makes you feel that anything is possible."
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Addictiveness is
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connected to the
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surprise mechanism: the
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moment of anticipation
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is addictive. It makes
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you feel that anything
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is possible.
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- "It's like the cat in the box: is she dead or is she alive? She is both until you open the box."
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- Surprise
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- An entertaining element.
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- It keeps the players hooked to the game by using an element of surprise.
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It keeps the players
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hooked to the game by
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using an element
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of surprise.
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- The player never knows what is inside of it.
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- Surprise that comes with consequences.
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Surprise that comes
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with consequences.
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- Reward
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- An immediate reward.
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@ -78,7 +105,12 @@ contents:
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- It interfaces the game and the real world.
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- "It’s an alternate reality experience of collecting things you can't own in real life."
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- It’s a pulse in the circulation of resources between a virtual game and the reality outside of it.
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It’s a pulse in the
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circulation of resources
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between a virtual game
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and the reality outside
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of it.
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- Loot box as currency exchange
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- The game coin.
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@ -94,14 +126,35 @@ contents:
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- It puts you in a condition for purchasing without thinking too much.
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- Its timespan is similar to the discount periods or Black Friday.
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- Looking under the hood.
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- A trigger for addictive behaviour.
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- A gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player.
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- The rewards of the loot box can affect both the gameplay and the social environment around the game.
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- It sets the beat for repeated microtransactions.
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- "It's a repetitive rhythm for the player's temporality."
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A trigger for
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addictive behaviour.
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A gambling mechanism,
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exploitative by design,
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that promises immediate
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in-game rewards to
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the player.
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The rewards of the loot
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box can affect both the
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gameplay and the social
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environment around
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the game.
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It sets the beat
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for repeated
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microtransactions.
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It's a repetitive
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rhythm for the
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player's temporality.
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- It builds a habit by triggering the attention and the emotional response of the player.
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- "It's fun."
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- It ensures that you keep playing potentially forever.
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It ensures that you
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keep playing
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potentially forever.
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- From habit to addiction.
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- You pay money to obtain something new.
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- Risk.
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@ -109,24 +162,43 @@ contents:
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- Destiny.
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- It hacks the temporality of a game.
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- It allows you to customize your game character.
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It allows you
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to customize your
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game character.
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- It shifts the dynamics in the game.
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- It provides you with collectables or power-ups that make you progress inside the game.
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- A temporalized tool for the distribution and management of resources.
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- |-
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It provides you with
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collectables or power-
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ups that make you
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progress inside
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the game.
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- |-
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A temporalized tool
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for the distribution
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and management
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of resources.
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- Exploitation
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- The potentially endless collection creates artificial needs.
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- Exploitative fun.
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- The benefits for you are emotional. The benefits for the game platforms are financial.
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- "A money-making mechanism that uses real-world money in video games' worlds."
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- It targets vulnerable players.
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- A trigger for addictive behaviour.
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- A trigger for toxic behaviour.
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It targets
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vulnerable players.
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A trigger for
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addictive behaviour.
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A trigger for
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toxic behaviour.
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- An escape from real life.
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- Fake promises.
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- FOMO (fear of missing out).
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FOMO (fear of
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missing out).
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- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
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- Peer pressure.
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- Social pressure.
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