2022
DOI: 10.1371/journal.pone.0263567
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What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling

Abstract: Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of loot boxes can be seen of as gambling. However, the perspectives of players are often neglected, such as whether they see them as ‘fair’ game elements and how closely they feel this aligns with gambling. In this paper, we synthesise a conceptualisation for loot boxes through players’ actual experience and explore if there are any parallels with gambling. Twenty-one participants who played video games took part in… Show more

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Cited by 13 publications
(6 citation statements)
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References 67 publications
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“…While a few years ago loot boxes-i.e. virtual items that can be redeemed for other random items that provide some value to the players [56]-made waves [57]- [59], the new monetisation technique sweeping across the industry is the battle pass or season pass system. Unlike previous iterations of premium subscriptions, in-game currencies, downloadable content packs, loot boxes, and gated progression, the battle pass system does not promise any immediate tangible reward to players.…”
Section: Elicitation -Boundaries Of Artificially Induced Emotionsmentioning
confidence: 99%
“…While a few years ago loot boxes-i.e. virtual items that can be redeemed for other random items that provide some value to the players [56]-made waves [57]- [59], the new monetisation technique sweeping across the industry is the battle pass or season pass system. Unlike previous iterations of premium subscriptions, in-game currencies, downloadable content packs, loot boxes, and gated progression, the battle pass system does not promise any immediate tangible reward to players.…”
Section: Elicitation -Boundaries Of Artificially Induced Emotionsmentioning
confidence: 99%
“…Another important monetization technique is setting up a socially acceptable way to play P2E games by mixing spending and non-spending players. This idea includes creating cosmetics, allowing the inspection of other players' items, and accessing leaderboards [53].…”
Section: Monetization Techniquesmentioning
confidence: 99%
“… 16 , 17 Certain arcade and casino “games” imitate different types of gambling. 18 In addition, in-game gambling has been described for different “games” such as Poker, Roulette, Blackjack, and Slot Machines. Debates are ongoing about whether gaming and gambling products can be classified based on features of playfulness, interactivity, elements of skills, planning, consideration, and achievements.…”
Section: Gaming and Gamblingmentioning
confidence: 99%