PLACEHOLDER COVER |
A closed box with objects inside. |
A digital or physical box. |
A virtual box inside video games containing randomized items. |
A virtual box of hidden motives, designed to persuade and trick players. |
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. |
A lottery box. |
It looks like a real gift, but you purchase it for yourself. |
You choose it. |
You get something nice. |
A box 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 |
A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games. |
You don't get it for free, and you don't know what you get. |
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. |
Fast-thinking |
It is what motivates immediate irrational purchases. |
It can be rational in the context of the game. |
A quest, narrative or social pressure can justify any loot box. |
It appears and disappears quickly in order to seem exclusive. Thus, it makes the player buy it without thinking too much. |
Time pressure creates artificial urgency (jeopardy). |
Excitement and 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 rare chances to get powerful items. |
It is like gambling because you anticipate what is inside. |
Surprise mechanism |
The element of surprise is a highly appreciated aspect of the loot box. |
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. |
Addictiveness is connected to the surprise mechanism: the moment of anticipation is addictive. It makes you feel that anything is possible. |
It's like the cat in the box: is she dead or 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 |
An immediate reward. |
The immediate reward makes it fun. The risk comes with pleasure. |
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. |
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. |
Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase. |
You will get better if you buy a loot box. |
Emotional trigger |
Strong emotional reactions are tied to the financial elements. |
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 collectable. |
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’s an alternate reality experience of collecting things you can't own in real life. |
It’s a pulse in the circulation of resources between a virtual game and the reality outside of it. |
Loot box as currency exchange |
The 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. |
A trigger for addictive behaviour. |
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 pay 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 collectables 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 behaviour. |
A trigger for toxic behaviour. |
An escape from real life. |
Fake promises. |
FOMO (fear of missing out). |
The surprise mechanism and exclusivity of the loot box creates a constant FOMO. |
Peer pressure. |
Social pressure. |
Individual engagement |
A personalized 1 to 1 interaction. |
1 to machine interaction. |