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title: What is a loot box?
credits: XPUB
contents:
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 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.
- 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. - Disappointment.
- 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?" - 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. - 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. - 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. - 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. - 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 - You can keep opening loot boxes forever. - It targets vulnerable players - A trigger for addictive behavior - A trigger for toxic behavior. - It has no limitations - An escape 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
- general individual engagement - a personalized 1 to 1 interaction - 1 to machine interaction.
- 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. - Disappointment.
- 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?" - 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. - 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. - 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. - 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. - 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 - You can keep opening loot boxes forever. - It targets vulnerable players - A trigger for addictive behavior - A trigger for toxic behavior. - It has no limitations - An escape 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
- general individual engagement - a personalized 1 to 1 interaction - 1 to machine interaction.