diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index 0d2f5ed..d7d4906 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -6,15 +6,30 @@ contents: - A closed box with objects inside. - 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 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 you character + in the game or can + be collectable. - A lottery box. - - - It looks like a real gift, but you purchase it for yourself. + - |- + It looks like a real gift, + but you purchase it + for yourself. - You choose it. - You get something nice. - - A box 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. @@ -40,14 +55,26 @@ contents: - Surprise mechanism - The element of surprise is a highly appreciated aspect of the loot box. - 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." + - |- + 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. + - |- + 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. + - |- + Surprise that comes + with consequences. - Reward - An immediate reward. @@ -78,7 +105,12 @@ contents: - It interfaces the game and the real world. - "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. + - |- + It’s a pulse in the + circulation of resources + between a virtual game + and the reality outside + of it. - Loot box as currency exchange - The game coin. @@ -94,14 +126,35 @@ 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. - - A trigger for addictive behaviour. - - 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." + - |- + A trigger for + addictive behaviour. + - |- + 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 builds a habit by triggering the attention and the emotional response of the player. - "It's fun." - - It ensures that you keep playing potentially forever. + - |- + It ensures that you + keep playing + potentially forever. - From habit to addiction. - You pay money to obtain something new. - Risk. @@ -109,24 +162,43 @@ contents: - Destiny. - 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 provides you with collectables or power-ups that make you progress inside the game. - - A temporalized tool for the distribution and management of resources. - + - |- + 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 - 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." - - It targets vulnerable players. - - A trigger for addictive behaviour. - - A trigger for toxic behaviour. + - |- + It targets + vulnerable players. + - |- + A trigger for + addictive behaviour. + - |- + A trigger for + toxic behaviour. - An escape from real life. - Fake promises. - - FOMO (fear of missing out). + - |- + FOMO (fear of + missing out). - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - Peer pressure. - Social pressure.