The video game business model has evolved as technology has evolved. In the beginning, they were sold in physical format. With the internet, part of the industry has chosen to make money through microtransactions. These are small payments that unlock in-game content. For example, a new weapon for our character. A specific type of microtransaction, loot boxes (loot boxes), have sparked great controversy for bringing minors closer to gambling.
What are loot boxes?
Las loot boxes They are systems for obtaining virtual items found within video games. They can have a multitude of appearances: in addition to boxes we find envelopes, balls or llama-shaped piñatas, among others (see figure 1).
Loot Boxes can be acquired in two ways.
They can be obtained for free by completing tasks and objectives within the game. For example, play a certain number of games.
And they can be purchased for real money. In this case you pay for the loot box, either directly or indirectly (through coins characteristic of the game that we must acquire).
Sometimes both options are found in the game. This favors more opening of loot boxes and, in addition, the free ones could serve as a hook for the paid ones.
Why do players want these boxes?
Items obtained can provide advantages to players (higher level cards, empowered weapons) or be simply cosmetic to change the player’s image (for example, dressing as Spider-Man).
These items can be traded between players or sold. The latter can be done within the video game system or on third-party pages.
In certain video games, items dropped can be categorized based on their rarity, which is often associated with colors. For example, in the Hearthstone digital card game we find that items can be classified from basic (colorless or white) to legendary (golden). The higher the rarity of an item, the more difficult it will be to obtain it and, therefore, the more coveted by players for its value both inside and outside of the game.
Where is the problem in all this? Loot Boxes differ from other microtransactions in that items are awarded randomly. The player does not know in advance what he is going to get within the variety of items it contains (figure 2).
Relationship with games of chance, consequences and legislation
Las loot boxes appear to share various psychological and structural characteristics with gambling. Between them:
Intermittent reinforcement: desired rewards are received after an uncertain number of openings.
The randomization of rewards.
The visual and sound effects that capture the attention of the player.
The use of near-true: In certain video games, it shows how close the player has come to obtaining the desired item.
Given these similarities with games of chance, especially with slot machines, research has focused on analyzing whether there is a relationship between both problems. Results derived from a meta-analysis show that gamblers with more gambling problems spend more money on loot boxes.
Since the research on loot boxes is incipient, the consequences derived from its consumption have hardly been studied. However, this study explored psychological and emotional aspects derived from spending on these digital objects.
Among its possible consequences, they found that not obtaining the desired items predicts higher levels of guilt and psycho-emotional discomfort. Getting them predicts higher levels of loss of control.
These sensations were reported by both adolescents and adults, although the latter expressed feeling greater guilt after the purchase.
Faced with this problem, countries such as China, Japan and Belgium have decided to take legislative measures with the aim of regulating its consumption.
In Spain, a bill has been drafted and published in which various aspects related to the purchase of loot boxes are intended to be legislated. This draft bill is especially aimed at protecting the most vulnerable population, minors, who, today, have easy access to this type of random mechanics.
Four recommendations for families
How can we prevent the abusive consumption of microtransactions among minors? Here are some recommendations:
First of all, it is advisable to review the video game rating systems (PEGI or ESRB), which inform us if a video game is appropriate for the age of the minor and if it includes random purchases (in addition to other indicators, see figure 3).
Secondly, it is recommended to be interested in the content that minors see within the multimedia platforms. online (YouTube, Twitch) since content creators sometimes open loot boxes that could encourage minors to open them.
Thirdly, it is advisable to remove the bank card, or any other form of payment, from the video game (which can be saved after having made a previous payment). If a purchase is to be made within them, it is recommended to use prepaid cards with a certain amount (for example, 20 euros).
Finally, the implementation of parental control and two-step verification is recommended on platforms that allow it.
The uncertain future of loot boxes
Although research on loot boxes is in its early stages, numerous studies seem to agree that there is an association between these random mechanics and gambling.
By way of prevention, different countries have regulated (or are in the process of regulating) its consumption, which is especially focused on the protection of minors.
Will these measures be effective in reducing or eliminating the abusive consumption of loot boxes? Will the companies find any loopholes to continue marketing them? Only time can answer these questions, but studying, understanding and communicating what these are digital slots It is a first step to avoid it.
Francisco J. Sanmartín, Predoctoral Researcher, Department of Psychology, University of Cordoba; Juan Antonio Moriana Elvira, University Professor. Department of Psychology. University of Cordoba, University of Cordoba, and Judith Velasco Rodríguez, Professor. Department of Psychology. University of Cordoba., University of Cordoba
This article was originally published on The Conversation. Read the original.
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