TY - JOUR
T1 - What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling
AU - Hodge, Sarah E.
AU - Vykoukal, Max
AU - McAlaney, John
AU - Bush-Evans, Reece D.
AU - Wang, Ruijie
AU - Ali, Raian
N1 - Publisher Copyright:
© 2022 Hodge et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
PY - 2022/2
Y1 - 2022/2
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/85124277018
U2 - 10.1371/journal.pone.0263567
DO - 10.1371/journal.pone.0263567
M3 - Article
C2 - 35139113
AN - SCOPUS:85124277018
SN - 1932-6203
VL - 17
JO - PLoS ONE
JF - PLoS ONE
IS - 2 February
M1 - e0263567
ER -