diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index 4e0f747..bead9ca 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -2,183 +2,143 @@ title: What is a loot box? credits: XPUB contents: - - 1. what are the characteristics of the lootbox? - - - unknown items - - closed boxes + - what are the characteristics of the lootbox? + - 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 + - payment + - The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. + - You don´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 + - 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. + - It's like the cat in the box, is he dead is he alive, he 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 - a gift to yourself + - They look like real gifts, but you purchase them for yourself. + - 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 + - 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. + - 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?" + - 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'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 - fast-thinking - - gambling - - payment - cost - - progress in the game + - 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 + - gambling /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 - - hacks the temporality of a game - - exploitative - - designed to be addictive - - target vulnerable player - - FOMO - - interfaces the game and the real world - - loot box as currency exchange - - from game-coins or collectible items to real money - - works within a context - - - Gersande - - The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games. - - It can be assumed to be a certain item or feature but is random to the player. - - The element of surprise is a highly appreciated aspect of the loot box. - - Because of the way this feature has been embedded in games, it has very real addictive mechanisms to it. - - Some players might even feel cornered into purchasing loot boxes as the game cannot reach its “full potential” without it. - - This repeated scheme ensures the constant spending of the players into virtual game currencies. - - The context of the loot box is very demanding to the player. - - It is what motivates immediate irrational (can be rational in the context of the game) purchases. - - The urgency of a narrative, quest, social pressure or else can justify any loot boxes. - The immediate reward makes it fun, the risk comes with pleasure. - - This thus combines cost, addictiveness, gambling, reward, fun. - - Strong emotional reactions are tied to finances. - - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - - The endless collecting potential of loot box creates fantasy needs for people to be exploited by the fun. - - The benefits for the game platforms are financial, for the player emotional. - - - Carmen - - 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 its 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. - - Is like the cat in the box, is he dead is he alive, he is both until you open the box. - - In that sense, this feeling of excitement and anticipation could be related to the excitement of gambling. - - I think the reward is also connected to the collectionable feature. - - You feel that even if you don't get exactly what you wish you will get something. - - So you feel somehow rewarded, and the fact that there are more tries available make this reward feeling safe, thus repeteable or collectionable. - - - Jian - - The lootbox is a digital or physical box that contains random (or unknown) items. - - The box is embedded in a context (for example in the fictional world of a game). - - "There are 2 main characteristics:" - - Payment - - Surprise - - The main characteristics or mechanisms of the lootbox are the payment and the surprise. - - You don´t get it for free, and you dont know what you get. - - "The combination of payment and surprise can have the following effects:" - - gambling, addiction, pleisure, - - thrill, excitement, reward, - - disappointment, risk, ritual, - - exclusivity, time pressure, - - social pressure, desire, - - destiny, exploitation, FOMO - - etc. - - - Chae - - In video game the loot box is - - a virtual object containing randomized items - - from making your game character more unique to shifting the dynamic of game. - - - 1. an entertaining element, keeping the players hooked to the game by using the element of surprise and; - - 2. a money-making mechanism in video game by using real world money to get it. - - - Mitsa - - A loot box is a virtual box inside video games that provide a player with collectibles or essential items - - that make them progress inside the game. - - It derives from the loot - - a bunch of goodies that a player can get as a reward after they conquer-win a super boss or level up. - - But the loot box in its more recent and exploitative version is getting purchased with real money from a player. - - The player never knows what is inside of it. - - But they know that there is a chance of getting some items that they desire. - - Many times a loot box appear in the gameplay and it disappears quickly - - in order to be exclusive and make the player buy them without thinking too much. - - - The loot box are designed for making profit and its latest form are getting purchased directly by the consumer. - - In order to be really essential for the player/consumer for keeping them more on the game - - and making them purchasing it again and again they are designed in order to be desirable. - - They are desirable because they create the chances that a player gets a really rare or powerful item out of them. - - But they are like gambling because the player doesn't know what is inside of it. - - They look like real gifts -they are closed boxes- but you purchase them for yourself. - - And at some point you get them as a reward after accomplishing a really heroic task. - - Also the fact that the loot boxes are rare makes them again desirable - - and put the player in a condition for purchasing them without thinking too much. - - This last characteristic is similar to the discount periods or black friday. - - - Supi - - a loot box is a virtual box of hidden motives designed to persuade and/or trick players. - - an alternate reality experience of collecting things you can't own in real life - - surprise that comes with consequences - - risk, reward - - trigger for addictive/toxic behavior - - - surprise mechanism - - how does exposing the inner workings and real motives of the loot box affect the players' behavior/decision making? - - looking under the hood - - time constraint or the lack thereof - - how this contributes to the risk / pleasure / adrenaline rush that comes with every loot box unlocking experience - - - Flem - - 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 collectable. - - This lottery box is based on a surprise and gambling mechanism - - in which the user excited for the "new-things-idea" would pay weird amounts of money to obtain something. - - a player pays real money to buy a virtual treasure box - - HOPING it contains something valuable within the world of the game - - - no limitations (not good both for who is addicted or for children) - - the idea that you will get better if you buy one - - rewarding experience - - you choose, you get something nice (idea of the gift to yourself) + - 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?) - - guaranteed reward in exchange of money - - "the characteristic that worries me the most is:" - - game as escapism from the real life - - - Kamo - - A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player. - - Those rewards can affect both the gameplay and the social environment around the game. - - - Grgr - - The lootbox is a temporalized tool for the distribution and management of resources - - between the inside of the gameplay and the outside of the gameplay. - - Lootbox is like a pulse in the circulation of resources between virtual game and the reality ouside of it. - - Lootbox is temporalized because it sets the beat, it's a repetitive rhythm for the player's temporality. - - It builds an habit by triggering the attention and the emotional response of the player - - (surprise element + gambling + reward + it's fun) - - and ensuring that the player keeps playing potentially forever - - (from habit to addiction) - - The lootbox is also a mechanism that focuses on individual engagement, a personalized 1 to 1 interaction, or 1 to machine interaction. - - an immediately rewarding response preceeded by a generally customized trigger. - - but these are also the things I would like to change or make them fairer in our lootbox. - - - 2. what characteristic do we want to subvert? - - - "subvert - /səbˈvəːt/ - verb - gerund or present participle: subverting" - - undermine the power and authority of (an established system or institution). - - "to overturn or overthrow from the foundation : RUIN" - - to pervert or corrupt by an undermining of morals, allegiance, or faith - - When you subvert something, your words or actions criticize or undermine the usual way of doing something or common values. - - The girl who wears a tuxedo to the prom might subvert traditional ideas about beauty. + - some players might even feel cornered into purchasing loot boxes as the game cannot reach its full potential without it. + - 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 + - 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 + + - It targets vulnerable players + - trigger for addictive/toxic behavior + - It has no limitations + - Escapism from the real life - - To subvert an institution like a school or a government is to overthrow it or stop its normal way of functioning. - - Subvert comes from the Latin word subvertere, which combines the prefix sub, under, and the suffix vertere, to turn. - - So you can imagine something that subverts as overturning or flipping the usual way of doing things. - - Like a student who subverts a teacher's authority, causing chaos in the classroom. + - FOMO + - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. + - Peer pressure + - Social pressure - - Examples of Subvert in a sentence + - 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. - - In the movie, the rebels sought to subvert the tribunal’s power and replace the body with a democratic government. - - My stepmother is slowly changing things in our house in an attempt to subvert my mother’s traditions. - - Since the prince was in a hurry to become king, he planned to subvert his father’s influence by convincing everyone the leader was - insane. - - The dictator ordered the execution of every insurgent who sought to subvert his authority. - - When the first mate tried to subvert the captain’s position, he was thrown overboard. + - 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 + - When the game gets tough, the loot box offers you a shortcut. - - Our approach to subvertion + - How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? - - taking something and making you own but also a bit of not conflictive way - - if we want to subvert the lootbox, how it is used in a manipulated way - - make fun of it, change it, turning it around - - intention to reveal / question the mechanisms of the lootbox - - part of the loot box is that it keeps a secret - - chenging the context but not the functionality, it doesn't transform everything - - There are multiple ways/strategies to subvert something - - change direction or orientation of something + - "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 + - general individual engagement + - a personalized 1 to 1 interaction + - 1 to machine interaction. ---