Order from us for quality, customized work in due time of your choice.
Video games have evolved from simple single-player games for enjoyment into more competitive multiplayer games, with game developers finding a way to gain more profits from their projects. The introduction of loot boxes is now popular among many modern games, mobile or console. The idea is that by purchasing these loot boxes, a player will gain exclusive perks in the game, which may not change the games outcome. Through continued behavior, loot boxes introduce gamers to gambling since their outcomes are not guaranteed and are based on luck.
Gambling is a game of chance, whereby a gambler spends a given amount to bet on their favorite team. While gambling has an age restriction and would hinder minors from engaging in it, gaming does not. This implies that anyone, including kids, can purchase loot boxes without any challenge. The popularity of multiplayer games has led to a surge in players globally. Most of these games offer in-app purchases in which players use real money to get in-game items such as currency and skins for cosmetic appearance (Balakrishnan & Griffiths, 2018). There is an underlying belief of uniqueness while playing with players from different corners of the world, an idea that leads people to spend a vast sums of money on these items. Developers rely on this trend to introduce enticing deals in the form of loot boxes which are usually discounted and contain coveted items. However, there is no guarantee that a gamer will get the desired item on their first round (spin), which coerces them to go for several spins depending on availability and cost.
The cost of a spin usually increases with every round, meaning that a gamer spends a lot of money on an item they are not guaranteed to receive. A similar outlook is present in gambling through enticing odds and the temptation to bet more money to win more. Scholars have associated this behavior with the loot box feature in video games, with gamers being determined to gain an advantage over other players (Moshirnia, 2018; Zendle et al., 2020). For instance, Zendle et al. (2020) argue that loot boxes and gambling have similar features that may introduce gambling to young individuals early, resulting in problem gambling. Gamers may be unaware of this trend, but a similar perception exists in gambling, whereby an individual is introduced to the act after engaging in it for a given period.
The idea of longevity and experience is perhaps the most appropriate link between gambling and loot boxes. For instance, gamers who regularly purchase loot boxes would not appreciate free ones since they know what paid ones contain (Zendle et al., 2020). Although such an argument may be against loot boxes, some scholars argue that legislation to curtail their existence would succeed. According to Moshirnia (2018), players are guaranteed to get one or two of the items in a loot box based on how many times they try their luck. Based on this statement, loot boxes are not that bad, although they still create a tendency of repetition and likely temptation for a player to continue spinning. In other words, a gamer is not fully satisfied until they get what they want. This behavior is likely to establish the psychological conditioning of loot boxes and their relationship or cause gambling.
Loot boxes pave the way for an individuals introduction to gambling without their knowledge. There are currently no effective strategies to monitor this concern since they may be countered with the contents of a loot box and allow a gamer to get a coveted item after numerous tries. However, this does not imply that the loot box feature should not be regulated. Gamers are slowly getting into gambling without their knowledge, all for exclusivity and gaining a winning advantage, which negatively affects their mental state.
References
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238-246. Web.
Moshirnia, A. V. (2018). Precious and worthless: A comparative perspective on loot boxes and gambling. Minnesota Journal of Law, Science & Technology, 20(1), 77. Web.
Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181-191. Web.
Order from us for quality, customized work in due time of your choice.