A closed box with objects inside. |
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. |
It looks like a real gift, but you purchase it for yourself. |
I choose it. |
I get something nice. |
The loot 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 don´t get it for free, and you don't know what you get. |
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. |
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 it's 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 she dead is she alive, she 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. |
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 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 trigger. |
Strong emotional reactions are tied to finances. |
Pleasure. |
Thrill. |
Excitement. |
Desire. |
Disappointment. |
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. |
Designed to be desirable and to be purchased again and again. |
Some rewards are rare and that makes the loot box desirable. |
It puts you 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? |
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A 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 you keep playing potentially forever. |
From habit to addiction. |
You would pay weird amounts of money to obtain something new. |
Risk. |
Ritual. |
Destiny. |
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. |
Exploitation. |
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. |
It targets vulnerable players |
A trigger for addictive behavior. |
A trigger for toxic behavior. |
An escape from the real life. |
Fake promises. |
FOMO. |
The surprise mechanism and exclusivity of the loot box creates a constant FOMO. |
Peer pressure. |
Social pressure. |
How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? |
Individual engagement. |
A personalized 1 to 1 interaction. |
1 to machine interaction. |