{"id":65835,"date":"2022-11-15T23:54:00","date_gmt":"2022-11-16T04:54:00","guid":{"rendered":"https:\/\/world.edu\/?p=65835"},"modified":"2022-11-15T23:54:00","modified_gmt":"2022-11-16T04:54:00","slug":"video-game-loot-boxes-the-first-approach-of-minors-to-games-of-chance","status":"publish","type":"post","link":"https:\/\/world.edu\/video-game-loot-boxes-the-first-approach-of-minors-to-games-of-chance\/","title":{"rendered":"Video game loot boxes: the first approach of minors to games of chance"},"content":{"rendered":"<p><span><img fetchpriority=\"high\" decoding=\"async\" class=\"aligncenter size-full wp-image-65836\" src=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox.jpeg\" alt=\"\" width=\"680\" height=\"375\" srcset=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox.jpeg 680w, https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox-250x138.jpeg 250w\" sizes=\"(max-width: 680px) 100vw, 680px\" \/><\/span><\/p>\n<p><span>The video game business model has evolved as technology has evolved.\u00a0In the beginning, they were sold in physical format.\u00a0With the internet, part of the industry has chosen to make money through\u00a0<\/span><em><span>microtransactions<\/span><\/em><span>\u00a0.\u00a0These are small payments that unlock in-game content.\u00a0For example, a new weapon for our character.\u00a0A specific type of microtransaction,\u00a0<\/span><em><span>loot boxes<\/span><\/em><span>\u00a0(loot boxes), have sparked great controversy for bringing minors closer to gambling.<\/span><\/p>\n<h4><strong>What are loot boxes?<\/strong><\/h4>\n<p><a href=\"https:\/\/www.tecnologia-ciencia-educacion.com\/index.php\/TCE\/article\/view\/594\/448\"><em><span>Loot boxes<\/span><\/em><\/a><span>\u00a0are\u00a0systems for obtaining virtual items found within video games.\u00a0They can have a multitude of appearances: in addition to boxes, we find envelopes, balls or llama-shaped pi\u00f1atas, among others (see Figure 1).<\/span><\/p>\n<div id=\"attachment_65837\" style=\"width: 690px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-65837\" class=\"size-full wp-image-65837\" src=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox1.jpg\" alt=\"\" width=\"680\" height=\"382\" srcset=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox1.jpg 680w, https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox1-250x140.jpg 250w\" sizes=\"(max-width: 680px) 100vw, 680px\" \/><p id=\"caption-attachment-65837\" class=\"wp-caption-text\">Figure 1. Appearance of Different Types of Loot Boxes. Author provided<\/p><\/div>\n<p><span>Loot Boxes can be acquired in two ways.<\/span><\/p>\n<ol>\n<li><span>They can be obtained for free by completing tasks and objectives within the game.\u00a0For example, play a certain number of games.<\/span><\/li>\n<li><span>And they can be purchased for real money.\u00a0In this case, you pay for the loot box, either directly or indirectly (through in -game\u00a0<\/span><em><span>currencies<\/span><\/em><span>\u00a0that we must acquire).<\/span><\/li>\n<\/ol>\n<p><span>Sometimes both options are found in the video game.\u00a0This favors a greater opening of loot boxes and, in addition, the free ones could serve as a hook for the paid ones.<\/span><\/p>\n<h4><strong>Why do players want these boxes?<\/strong><\/h4>\n<p><span>Items obtained can provide advantages to players (higher level cards, empowered weapons) or be simply cosmetic to change the player&#8217;s image (for example, dressing as Spider-Man).<\/span><\/p>\n<p><span>These items can be traded between players or sold.\u00a0The latter can be done within the video game system or on third-party pages.<\/span><\/p>\n<p><span>In certain video games, items dropped can be categorized based on their rarity, which is often associated with colors.\u00a0For example, in the Hearthstone digital card game we find that items can be classified from basic (colorless or white) to legendary (golden).\u00a0The 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.<\/span><\/p>\n<p><span>Where is the problem in all this?\u00a0Loot Boxes differ from other microtransactions in that items are awarded randomly.\u00a0The player does not know beforehand what he is going to get within the variety of items it contains (Figure 2).<\/span><\/p>\n<div id=\"attachment_65838\" style=\"width: 690px\" class=\"wp-caption aligncenter\"><img decoding=\"async\" aria-describedby=\"caption-attachment-65838\" class=\"size-full wp-image-65838\" src=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox2.jpg\" alt=\"\" width=\"680\" height=\"382\" srcset=\"https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox2.jpg 680w, https:\/\/world.edu\/wp-content\/uploads\/2022\/11\/LootBox2-250x140.jpg 250w\" sizes=\"(max-width: 680px) 100vw, 680px\" \/><p id=\"caption-attachment-65838\" class=\"wp-caption-text\">Figure 2. List of Loot Box Items in the Video Game Counter Strike: Global Offensive (CS: GO)<\/p><\/div>\n<h4><strong>Relationship with games of chance, consequences and legislation<\/strong><\/h4>\n<p><span>Loot\u00a0<\/span><em><span>boxes<\/span><\/em><span>\u00a0seem to share various psychological and structural\u00a0<\/span><a href=\"https:\/\/eprints.whiterose.ac.uk\/160265\/\"><span>characteristics<\/span><\/a><span>\u00a0with games of chance.\u00a0Between them:<\/span><\/p>\n<ol>\n<li><span>Intermittent reinforcement: desired rewards are received after an uncertain number of openings.<\/span><\/li>\n<li><span>The randomization of rewards.<\/span><\/li>\n<li><span>The visual and sound effects that capture the attention of the player.<\/span><\/li>\n<li><span>The use of\u00a0<\/span><em><span>quasi<\/span><\/em><span>\u00a0-hits : In certain video games, it is shown how close the player has come to obtaining the desired item.<\/span><\/li>\n<\/ol>\n<p><span>Given these similarities with games of chance, especially\u00a0<\/span><a href=\"https:\/\/www.liebertpub.com\/doi\/epdf\/10.1089\/glr2.2018.2216\"><span>slot machines<\/span><\/a><span>\u00a0, research has focused on analyzing whether there is a relationship between the two problems.\u00a0Results derived from a\u00a0<\/span><a href=\"https:\/\/www.tandfonline.com\/doi\/abs\/10.1080\/14459795.2021.1914705\"><span>meta<\/span><\/a><span>\u00a0-analysis show that players with more gambling problems spend more money in\u00a0<\/span><em><span>loot boxes<\/span><\/em><span>\u00a0.<\/span><\/p>\n<p><span>Since the research on loot boxes is incipient, the consequences derived from its consumption have hardly been studied.\u00a0However,\u00a0<\/span><a href=\"https:\/\/www.adicciones.es\/index.php\/adicciones\/article\/view\/1636\/1281\"><span>this study<\/span><\/a><span>\u00a0explored psychological and emotional aspects derived from spending on these digital objects.<\/span><\/p>\n<p><span>Among its possible consequences, they found that not obtaining the desired items predicts higher levels of guilt and psycho-emotional discomfort.\u00a0Getting them predicts higher levels of loss of control.<\/span><\/p>\n<p><span>These feelings were reported by both adolescents and adults, although the latter expressed feeling more guilty after the purchase.<\/span><\/p>\n<p><span>Faced with this problem, countries such as China, Japan and Belgium have decided to take\u00a0<\/span><a href=\"https:\/\/link.springer.com\/article\/10.1007\/s40429-022-00424-9\"><span>legislative measures<\/span><\/a><span>\u00a0with the aim of regulating their consumption.<\/span><\/p>\n<p><a href=\"https:\/\/www.consumo.gob.es\/sites\/consumo.gob.es\/files\/BORRADOR%20APL%20Y%20MAIN%20MECANISMOS%20ALEATORIOS%20RECOMPENSA%20010722.pdf\"><span>In Spain, a draft law<\/span><\/a><span>\u00a0has been drafted and published\u00a0in which various aspects related to the purchase of loot boxes are intended to be legislated.\u00a0This bill is especially aimed at protecting the most vulnerable population, minors, who, today, have easy access to this type of random mechanics.<\/span><\/p>\n<h4><strong>Four recommendations for families<\/strong><\/h4>\n<p><span>How can we prevent the abusive consumption of microtransactions among minors?\u00a0These are some\u00a0<\/span><a href=\"https:\/\/www.tecnologia-ciencia-educacion.com\/index.php\/TCE\/article\/view\/594\/448\"><span>recommendations<\/span><\/a><span>\u00a0:<\/span><\/p>\n<ul>\n<li><span>First of all, it is advisable to check the video game rating systems (\u00a0<\/span><a href=\"https:\/\/pegi.info\/\"><span>PEGI<\/span><\/a><span>\u00a0or\u00a0<\/span><a href=\"https:\/\/www.esrb.org\/\"><span>ESRB<\/span><\/a><span>\u00a0), which tell us if a video game is suitable for the child&#8217;s age and if it includes random purchases (in addition to other indicators, see Figure 3).<\/span><\/li>\n<li><span>Secondly, it is recommended to be interested in the content that minors see within\u00a0<\/span><em><span>online<\/span><\/em><span>\u00a0multimedia platforms (YouTube, Twitch) since, on occasion, content creators open loot boxes that could motivate minors to open them.<\/span><\/li>\n<li><span>Thirdly, it is advisable to withdraw the bank card, or any other form of payment, from the video game (which can be saved after having made a previous payment).\u00a0If a purchase is going to be made within them, it is recommended to use prepaid cards with a certain amount (for example, 20 euros).<\/span><\/li>\n<li><span>Finally, the implementation of parental control and two-step verification is recommended on platforms that allow it.<\/span><\/li>\n<\/ul>\n<h4><strong>The uncertain future of loot boxes<\/strong><\/h4>\n<p><span>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.<\/span><\/p>\n<p><span>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.<\/span><\/p>\n<p><span>Will these measures be effective in reducing or eliminating the abusive consumption of loot boxes?\u00a0Will companies find any gap to continue marketing them?\u00a0Only time will answer these questions, but studying, understanding and communicating what these\u00a0<\/span><em><span>digital slots<\/span><\/em><span>\u00a0are is a first step to avoid it.<\/span><\/p>\n<p><em><strong>Author Bios: <\/strong>Francisco J. Sanmartin is a Predoctoral Researcher, Department of Psychology, Juan Antonio Moriana Elvira is a University Professor. Department of Psychology and Judith Velasco Rodriguez is a Teacher. Department of Psychology all at the University of Cordoba.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The video game business model has evolved as technology has evolved.\u00a0In the beginning, they were sold in physical format.\u00a0With the internet, part of the industry has chosen to make money through\u00a0microtransactions\u00a0.\u00a0These are small payments that unlock in-game content.\u00a0For example, a new weapon for our character.\u00a0A specific type of microtransaction,\u00a0loot boxes\u00a0(loot boxes), have sparked great controversy [&hellip;]\n&hellip; <a href=\"https:\/\/world.edu\/video-game-loot-boxes-the-first-approach-of-minors-to-games-of-chance\/\" class=\"more\">learn more&rarr;<\/a><\/p>","protected":false},"author":33,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[434156],"coauthors":[11733],"class_list":["post-65835","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-games-of-chance"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - 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