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What is a loot box? XPUB
1. what are the characteristics of the lootbox?
unknown items
closed boxes
surprise mechanism
a gift to yourself
emotional response
fast-thinking
gambling
payment - cost
progress in the game
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)
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 - /səbˈːt/ - 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.
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.
Examples of Subvert in a sentence
In the movie, the rebels sought to subvert the tribunals power and replace the body with a democratic government.
My stepmother is slowly changing things in our house in an attempt to subvert my mothers traditions.
Since the prince was in a hurry to become king, he planned to subvert his fathers 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 captains position, he was thrown overboard.
Our approach to subvertion
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