diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index ad89d0a..ad91cb3 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -4,16 +4,38 @@ credits: XPUB contents: 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 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 gift to yourself** + - They look like real gifts, but you purchase them for yourself. + - I choose. + - I get something nice. + + - **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. + - **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. + - I payed real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game. + + - **fast-thinking** + - 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. + - 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. - **surprise mechanism** - The element of surprise is a highly appreciated aspect of the loot box. @@ -26,13 +48,20 @@ contents: - 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. - + + - **immediate reward** + - 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. + - 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. + - **emotional response** - Strong emotional reactions are tied to finances. - Pleasure. @@ -41,6 +70,24 @@ contents: - Desire. - Disappointment. + - **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. + - You can keep opening loot boxes forever. + + - **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. + - Power-Up. + - **designed to be addictive** - Very real addictive mechanisms. - A repeated scheme that ensures constant spending into virtual game currencies. @@ -60,30 +107,9 @@ contents: - 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** - - 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. - - 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** - - 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. - - 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. + - Risk + - Ritual + - Destiny - **it hacks the temporality of a game** - It allows you to customize your game character. @@ -97,18 +123,10 @@ contents: - 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 - - You can keep opening loot boxes forever. - - **It targets vulnerable players** - - A trigger for addictive behavior + - A trigger for addictive behavior. - A trigger for toxic behavior. - - It has no limitations + - It has no limitations. - An escape from the real life. - **FOMO** @@ -116,37 +134,9 @@ contents: - 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 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 - - 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. - - 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 - - etc. - - Risk - - Reward - - Surprise - - Disappointment - - - general individual engagement - - a personalized 1 to 1 interaction + + - **an individual engagement** + - A personalized 1 to 1 interaction. - 1 to machine interaction. ---