What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling

PLoS One. 2022 Feb 9;17(2):e0263567. doi: 10.1371/journal.pone.0263567. eCollection 2022.

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.

MeSH terms

  • Adolescent
  • Adult
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / etiology
  • Consumer Behavior* / statistics & numerical data
  • Exploratory Behavior / physiology*
  • Female
  • Gambling / epidemiology
  • Gambling / etiology*
  • Humans
  • Male
  • Prevalence
  • Reward
  • Risk Factors
  • Surveys and Questionnaires
  • United Kingdom / epidemiology
  • Video Games / psychology*
  • Young Adult

Grants and funding

This research project received no funding.