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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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- 1. what are the characteristics of the lootbox?
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- unknown items
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- closed boxes
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- surprise mechanism
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- a gift to yourself
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- emotional response
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- fast-thinking
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- gambling
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- payment - cost
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- progress in the game
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- immediate reward
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- hacks the temporality of a game
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- exploitative
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- designed to be addictive
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- target vulnerable player
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- FOMO
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- interfaces the game and the real world
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- loot box as currency exchange
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- from game-coins or collectible items to real money
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- works within a context
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- Gersande
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- The loot box is a virtual feature players can purchase with real money in free-to-play games or full-price-games.
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- It can be assumed to be a certain item or feature but is random to the player.
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- The element of surprise is a highly appreciated aspect of the loot box.
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- Because of the way this feature has been embedded in games, it has very real addictive mechanisms to it.
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- Some players might even feel cornered into purchasing loot boxes as the game cannot reach its “full potential” without it.
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- This repeated scheme ensures the constant spending of the players into virtual game currencies.
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- The context of the loot box is very demanding to the player.
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- It is what motivates immediate irrational (can be rational in the context of the game) purchases.
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- The urgency of a narrative, quest, social pressure or else can justify any loot boxes.
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- The immediate reward makes it fun, the risk comes with pleasure.
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- This thus combines cost, addictiveness, gambling, reward, fun.
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- Strong emotional reactions are tied to finances.
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- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
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- The endless collecting potential of loot box creates fantasy needs for people to be exploited by the fun.
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- The benefits for the game platforms are financial, for the player emotional.
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- Carmen
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- 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
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- but that its somehow exciting
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- I think the addictiveness is very connected to the surprise mechanism, I think that anticipation moment is what is addictive.
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- How that makes you feel.
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- Anything is possible.
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- Of course then you open it and its disappointing.
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- But there is a moment before opening it when ANYTHING is possible.
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- I like that state of being.
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- Is like the cat in the box, is he dead is he alive, he is both until you open the box.
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- In that sense, this feeling of excitement and anticipation could be related to the excitement of gambling.
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- I think the reward is also connected to the collectionable feature.
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- You feel that even if you don't get exactly what you wish you will get something.
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- So you feel somehow rewarded, and the fact that there are more tries available make this reward feeling safe, thus repeteable or collectionable.
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- Jian
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- The lootbox is a digital or physical box that contains random (or unknown) items.
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- The box is embedded in a context (for example in the fictional world of a game).
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- "There are 2 main characteristics:"
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- Payment
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- Surprise
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- The main characteristics or mechanisms of the lootbox are the payment and the surprise.
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- You don´t get it for free, and you dont know what you get.
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- "The combination of payment and surprise can have the following effects:"
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- gambling, addiction, pleisure,
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- thrill, excitement, reward,
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- disappointment, risk, ritual,
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- exclusivity, time pressure,
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- social pressure, desire,
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- destiny, exploitation, FOMO
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- etc.
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- Chae
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- In video game the loot box is
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- a virtual object containing randomized items
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- from making your game character more unique to shifting the dynamic of game.
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- 1. an entertaining element, keeping the players hooked to the game by using the element of surprise and;
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- 2. a money-making mechanism in video game by using real world money to get it.
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- Mitsa
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- A loot box is a virtual box inside video games that provide a player with collectibles or essential items
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- that make them progress inside the game.
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- It derives from the loot
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- a bunch of goodies that a player can get as a reward after they conquer-win a super boss or level up.
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- But the loot box in its more recent and exploitative version is getting purchased with real money from a player.
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- The player never knows what is inside of it.
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- But they know that there is a chance of getting some items that they desire.
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- Many times a loot box appear in the gameplay and it disappears quickly
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- in order to be exclusive and make the player buy them without thinking too much.
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- The loot box are designed for making profit and its latest form are getting purchased directly by the consumer.
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- In order to be really essential for the player/consumer for keeping them more on the game
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- and making them purchasing it again and again they are designed in order to be desirable.
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- They are desirable because they create the chances that a player gets a really rare or powerful item out of them.
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- But they are like gambling because the player doesn't know what is inside of it.
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- They look like real gifts -they are closed boxes- but you purchase them for yourself.
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- And at some point you get them as a reward after accomplishing a really heroic task.
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- Also the fact that the loot boxes are rare makes them again desirable
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- and put the player in a condition for purchasing them without thinking too much.
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- This last characteristic is similar to the discount periods or black friday.
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- Supi
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- a loot box is a virtual box of hidden motives designed to persuade and/or trick players.
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- an alternate reality experience of collecting things you can't own in real life
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- surprise that comes with consequences
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- risk, reward
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- trigger for addictive/toxic behavior
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- surprise mechanism
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- how does exposing the inner workings and real motives of the loot box affect the players' behavior/decision making?
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- looking under the hood
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- time constraint or the lack thereof
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- how this contributes to the risk / pleasure / adrenaline rush that comes with every loot box unlocking experience
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- Flem
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- 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.
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- This lottery box is based on a surprise and gambling mechanism
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- in which the user excited for the "new-things-idea" would pay weird amounts of money to obtain something.
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- a player pays real money to buy a virtual treasure box
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- HOPING it contains something valuable within the world of the game
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- no limitations (not good both for who is addicted or for children)
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- the idea that you will get better if you buy one
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- rewarding experience
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- you choose, you get something nice (idea of the gift to yourself)
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- you have more power in the game (and in your life?)
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- guaranteed reward in exchange of money
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- "the characteristic that worries me the most is:"
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- game as escapism from the real life
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- Kamo
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- A loot box is a gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player.
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- Those rewards can affect both the gameplay and the social environment around the game.
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- Grgr
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- The lootbox is a temporalized tool for the distribution and management of resources
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- between the inside of the gameplay and the outside of the gameplay.
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- Lootbox is like a pulse in the circulation of resources between virtual game and the reality ouside of it.
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- Lootbox is temporalized because it sets the beat, it's a repetitive rhythm for the player's temporality.
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- It builds an habit by triggering the attention and the emotional response of the player
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- (surprise element + gambling + reward + it's fun)
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- and ensuring that the player keeps playing potentially forever
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- (from habit to addiction)
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- The lootbox is also a mechanism that focuses on individual engagement, a personalized 1 to 1 interaction, or 1 to machine interaction.
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- an immediately rewarding response preceeded by a generally customized trigger.
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- but these are also the things I would like to change or make them fairer in our lootbox.
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- 2. what characteristic do we want to subvert?
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- "subvert - /səbˈvəːt/ - verb - gerund or present participle: subverting"
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- undermine the power and authority of (an established system or institution).
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- "to overturn or overthrow from the foundation : RUIN"
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- to pervert or corrupt by an undermining of morals, allegiance, or faith
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- When you subvert something, your words or actions criticize or undermine the usual way of doing something or common values.
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- The girl who wears a tuxedo to the prom might subvert traditional ideas about beauty.
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- To subvert an institution like a school or a government is to overthrow it or stop its normal way of functioning.
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- Subvert comes from the Latin word subvertere, which combines the prefix sub, under, and the suffix vertere, to turn.
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- So you can imagine something that subverts as overturning or flipping the usual way of doing things.
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- Like a student who subverts a teacher's authority, causing chaos in the classroom.
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- Examples of Subvert in a sentence
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- In the movie, the rebels sought to subvert the tribunal’s power and replace the body with a democratic government.
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- My stepmother is slowly changing things in our house in an attempt to subvert my mother’s traditions.
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- Since the prince was in a hurry to become king, he planned to subvert his father’s influence by convincing everyone the leader was - insane.
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- The dictator ordered the execution of every insurgent who sought to subvert his authority.
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- When the first mate tried to subvert the captain’s position, he was thrown overboard.
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- Our approach to subvertion
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- taking something and making you own but also a bit of not conflictive way
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- if we want to subvert the lootbox, how it is used in a manipulated way
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- make fun of it, change it, turning it around
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- intention to reveal / question the mechanisms of the lootbox
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- part of the loot box is that it keeps a secret
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- chenging the context but not the functionality, it doesn't transform everything
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- There are multiple ways/strategies to subvert something
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- change direction or orientation of something
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