what are the characteristics of the lootbox? |
closed box with objects inside |
The 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 |
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. |
A player pays real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game. |
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 its 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 he dead is he alive, he 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 |
a gift to yourself |
They look like real gifts, but you purchase them for yourself. |
you choose |
you get something nice |
emotional response |
Strong emotional reactions are tied to finances. |
pleasure |
thrill |
excitement |
desire |
microtransaction |
the user would pay weird amounts of money to obtain something new. |
you will get better if you buy one |
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 the player 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? |
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 the player keeps playing potentially forever |
from habit to addiction |
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 |
gambling /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. |
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 rewarding experience |
a guaranteed reward in exchange for money |
progress in the game |
you have more power in the game (and in your life?) |
some players might even feel cornered into purchasing loot boxes as the game cannot reach its full potential without it. |
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 |
exploitative |
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. |
repetition |
a rewarding mechanism |
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 |
disappointment |
You can keep opening loot boxes forever |
risk |
It targets vulnerable players |
trigger for addictive/toxic behavior |
It has no limitations |
Escapism from the real life |
FOMO |
The surprise mechanism and exclusivity of the loot box creates a constant FOMO. |
Peer pressure |
Social pressure |
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 |
The 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. |
How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making? |
The combination of payment and surprise can have the following effects: |
gambling |
addiction |
risk |
ritual |
destiny |
exploitation |
etc. |
risk |
reward |
surprise |
disappointment |
this loot box found you for a reason |
general individual engagement |
a personalized 1 to 1 interaction |
1 to machine interaction. |