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---
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title: What is a loot box?
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credits: XPUB
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contents:
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- A closed box with objects inside.
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- A loot box is a digital or physical box.
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- A loot box is a virtual box inside video games containing randomized items.
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- A loot box is a virtual box of hidden motives designed to persuade and/or trick players.
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- 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.
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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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- I choose it.
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- I get something nice.
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- The loot box is embedded in 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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- Payment.
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- The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games.
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- You don´t get it for free, and you don't know what you get.
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- I payed real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game.
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- Fast-thinking.
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- It is what motivates immediate irrational purchases.
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- It can be rational in the context of the game.
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- A quest, narrative, social pressure or else can justify any loot boxes.
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- It appears and disappears quickly in order to seem exclusive and to make the player buy it without thinking too much.
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- Time pressure creates artificial urgency.
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- Excitement-anticipation.
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- A feeling of excitement and anticipation could be related to the excitement of gambling.
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- You know that there is a chance of getting some items that you desire.
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- It is desirable because it creates the chances that you get a really rare or powerful item out of it.
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- It is like gambling because you don't know what is inside of it.
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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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- 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.
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- 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.
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- Of course then you open it and it's disappointing. But there is a moment before opening it when ANYTHING is possible. I like that state of being.
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- It's like the cat in the box, is she dead 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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- The player never knows what is inside of it.
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- Surprise that comes with consequences.
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- Reward.
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- Immediate reward.
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- The immediate reward makes it fun, the risk comes with pleasure.
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- 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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- A reward after accomplishing a really heroic task.
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- An immediately rewarding response preceded by a generally customized trigger.
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- A guaranteed reward in exchange for money.
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- Progress in the game.
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- You have more power in the game.
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- Some players might even feel cornered into purchasing loot boxes as the game cannot reach its full potential without it.
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- You will get better if you buy one.
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- Emotional trigger.
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- Strong emotional reactions are tied to finances.
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- Pleasure.
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- Thrill.
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- Excitement.
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- Desire.
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- Disappointment.
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- Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded.
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- It's collectible.
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- Incremental rewards.
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- It is disguised as safe and innocent.
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- You can keep opening loot boxes forever.
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- It interfaces the game and the real world.
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- It is an alternate reality experience of collecting things you can't own in real life.
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- It is a pulse in the circulation of resources between a virtual game and the reality outside of it.
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- Loot box as currency exchange.
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- Game coin.
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- Collectible item.
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- Real money.
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- Power-Up.
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- Designed to be addictive.
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- Very real addictive mechanisms.
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- A repeated scheme that ensures constant spending into virtual game currencies.
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- Designed to be desirable and to be purchased again and again.
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- Some rewards are rare and that makes the loot box desirable.
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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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- "Time constraint or the lack thereof: how does this contribute to the risk/pleasure/adrenaline rush that comes with every loot box unlocking experience?"
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- A trigger for addictive behaviour.
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- A loot box is 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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- 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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- From habit to addiction.
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- You would pay weird amounts of money to obtain something new.
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- Risk.
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- Ritual.
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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 shifts the dynamics in the game.
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- It provides you with collectibles 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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- 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 behavior.
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- A trigger for toxic behavior.
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- An escape from the real life.
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- Fake promises.
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- FOMO.
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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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- How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making?
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- Individual engagement.
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- A personalized 1 to 1 interaction.
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- 1 to machine interaction.
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