| Literature DB >> 35139113 |
Sarah E Hodge1, Max Vykoukal1, John McAlaney1, Reece D Bush-Evans1, Ruijie Wang1, Raian Ali2.
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 the research through either an interview or online survey. Thematic analysis suggested that six themes were core to exploring loot boxes: Random Chance Effects, Attitudes Towards Content, Implementation, Parallels with Gambling, Game Design, and The Player. The results suggested both indirect and direct parallels with gambling from the players experiences. Implications of game design and classifying loot boxes as gambling are discussed in relation to game design and risk factors of gambling and purchasing behaviour.Entities:
Mesh:
Year: 2022 PMID: 35139113 PMCID: PMC8827416 DOI: 10.1371/journal.pone.0263567
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1The structure of Overwatch loot boxes [25].
King et al. [43] description, definition, and examples of gambling features in games.
| Features | Example and definition |
|---|---|
|
| Relates to the players’ involvement (passive or active) |
|
| Financial elements of play |
|
| If players are able to make bets and stake items |
|
| Skill vs. luck |
|
| Financial and non-financial outcomes (e.g. progression in-game, in-game items) |
|
| The extent it represents traditional gambling activity |
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| Where does this activity fit within the game (e.g. stand-alone, mini or external)? |
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| How much focus is on the gambling activity within the game (e.g. primary, secondary mandatory or optional)? |
|
| the level of advertising included |
Fig 2Thematic map of participant’s conceptualisations of loot boxes.
The application of loot boxes and the results from this research to King et al. [43] description, definition, and examples of gambling features in games.
| Features | Example and definition | Applied to loot boxes from the results of this research |
|---|---|---|
|
| Relates to the players’ involvement (passive or active) | The player is active in the buying and opening but can range in the level of activity for the contents and probability |
|
| Financial elements of play | Vary as loot boxes can be purchased for virtual/in-game or real currency or free (but tend to be a tedious process to get them) |
|
| If players are able to make bets and stake items | Many do not have this feature |
|
| Skill vs. luck | The majority seem to be luck/probability-based that is programmed through algorithms but the how random and the algorithms used are not clear. |
|
| Financial and non-financial outcomes (e.g. progression in-game, in-game items) | In-game items or progression in the game. Secondary markets to sell in-game items |
|
| The extent it represents traditional gambling activity | It can be compared to raffles, lotteries, toy machines. |
|
| Where does this activity fit within the game (e.g. stand-alone, mini or external)? | It is game feature as a mini-game within the main game |
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| How much focus is on the gambling activity within the game (e.g. primary, secondary mandatory or optional) | Secondary but most are optional (e.g. given for free can choose not to open them in most cases) |
|
| Is/the level of advertising included | Some contain adverting e.g. Twitch prime with Overwatch. Amazon for Hearthstone. |
Fig 3Represents the adapted thematic map from RQ1.
Game design themes are grouped in orange, parallels with gambling themes are highlighted in blue and player themes are highlighted in green for RQ2.