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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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what are the characteristics of the lootbox?
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- closed box with objects inside
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- The loot box is a digital or physical box.
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- A loot box is a virtual box inside video games containing randomized items
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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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- 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.
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- A lottery box
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- payment
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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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- You don´t get it for free, and you don't know what you get.
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- A player pays real money to buy a virtual treasure box HOPING it contains something valuable within the world of the game.
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- surprise mechanism
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- The element of surprise is a highly appreciated aspect of the loot box.
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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, but that is 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. How that makes you feel. Anything is possible.
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- 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.
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- It's like the cat in the box, is she dead is she alive, she is both until you open the box.
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- surprise
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- an entertaining element
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- it keeps the players hooked to the game by using an element of surprise
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- The player never knows what is inside of it.
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- surprise that comes with consequences
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- reward
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- a gift to yourself
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- They look like real gifts, but you purchase them for yourself.
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- you choose
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- you get something nice
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- emotional response
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- Strong emotional reactions are tied to finances.
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- pleasure
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- thrill
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- excitement
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- desire
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- microtransaction
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- the user would pay weird amounts of money to obtain something new.
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- you will get better if you buy one
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- designed to be addictive
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- Very real addictive mechanisms
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- A repeated scheme that ensures constant spending into virtual game currencies.
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- Designed to be desirable and to be purchased again and again
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- Some rewards are rare and that makes the loot box desirable
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- It puts the player in a condition for purchasing without thinking too much.
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- Its timespan is similar to the discount periods or Black Friday.
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- Looking under the hood
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- "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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- trigger for addictive behaviour
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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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- The rewards of the loot box can affect both the gameplay and the social environment around the game.
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- It sets the beat for repeated microtransactions
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- it's a repetitive rhythm for the player's temporality.
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- It builds a habit by triggering the attention and the emotional response of the player.
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- it's fun
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- It ensures that the player keeps playing potentially forever
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- from habit to addiction
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- fast-thinking
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- It is what motivates immediate irrational purchases.
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- it can be rational in the context of the game
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- A quest, narrative, social pressure or else can justify any loot boxes.
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- it appears and disappears quickly in order to seem exclusive and to make the player buy it without thinking too much.
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- time pressure creates artificial urgency
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- gambling /excitement-anticipation
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- A feeling of excitement and anticipation could be related to the excitement of gambling.
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- You know that there is a chance of getting some items that you desire.
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- It is desirable because it creates the chances that you get a really rare or powerful item out of it.
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- It is like gambling because you don't know what is inside of it.
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- immediate reward
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- The immediate reward makes it fun, the risk comes with pleasure.
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- 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.
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- A reward after accomplishing a really heroic task.
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- An immediately rewarding response preceded by a generally customized trigger.
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- a rewarding experience
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- a guaranteed reward in exchange for money
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- progress in the game
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- you have more power in the game (and in your life?)
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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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- it hacks the temporality of a game
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- it allows you to customize your game character
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- it shifts the dynamics in the game
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- it provides you with collectibles or power-ups that make you progress inside the game.
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- a temporalized tool for the distribution and management of resources
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- exploitative
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- The potentially endless collection creates artificial needs
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- exploitative fun
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- The benefits for you are emotional. The benefits for the game platforms are financial.
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- A money-making mechanism that uses real world money in video games' worlds.
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- repetition
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- a rewarding mechanism
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- Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded.
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- It's collectible.
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- incremental rewards
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- it is disguised as safe and innocent
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- disappointment
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- You can keep opening loot boxes forever
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- risk
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- It targets vulnerable players
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- trigger for addictive/toxic behavior
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- It has no limitations
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- Escapism from the real life
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- FOMO
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- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
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- Peer pressure
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- Social pressure
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- It interfaces the game and the real world
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- It is an alternate reality experience of collecting things you can't own in real life
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- It is a pulse in the circulation of resources between a virtual game and the reality outside of it.
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- Loot box as currency exchange
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- game coin
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- collectible item
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- real money
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- Power-Up
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- The box is embedded in a context
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- It works within the context of a game
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- It works outside the context of a game
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- When the game gets tough, the loot box offers you a shortcut.
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- How does exposing the inner workings and real motives of the loot box affect the players' behavior and decision making?
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- "The combination of payment and surprise can have the following effects:"
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- gambling
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- addiction
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- risk
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- ritual
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- destiny
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- exploitation
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- etc.
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- risk
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- reward
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- surprise
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- disappointment
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- this loot box found you for a reason
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- general individual engagement
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- a personalized 1 to 1 interaction
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- 1 to machine interaction.
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