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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 digital or physical box.
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- A virtual box inside video games containing randomized items.
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- A virtual box of hidden motives, designed to persuade and trick players.
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- 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.
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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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- You choose it.
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- You get something nice.
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- A box 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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- A virtual feature that players can purchase with real money. It is usually available 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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- A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure 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 or social pressure can justify any loot box.
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- It appears and disappears quickly in order to seem exclusive. Thus, it makes the player buy it without thinking too much.
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- Time pressure creates artificial urgency (jeopardy).
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- Excitement and 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 rare chances to get powerful items.
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- It is like gambling because you anticipate what is inside.
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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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- 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.
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- "Addictiveness is connected to the surprise mechanism: the moment of anticipation is addictive. It makes you feel that anything is possible."
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- "It's like the cat in the box: is she dead or 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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- An immediate reward.
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- The immediate reward makes it fun. The risk comes with pleasure.
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- It 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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- Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase.
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- You will get better if you buy a loot box.
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- Emotional trigger
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- Strong emotional reactions are tied to the financial elements.
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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 collectable."
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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’s an alternate reality experience of collecting things you can't own in real life."
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- It’s 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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- The 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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- A trigger for addictive behaviour.
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- 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 pay 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 collectables 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 behaviour.
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- A trigger for toxic behaviour.
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- An escape from real life.
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- Fake promises.
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- FOMO (fear of missing out).
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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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- Individual engagement
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- A personalized 1 to 1 interaction.
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- 1 to machine interaction.
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