Are Loot Boxes Gambling?: Random reward mechanisms in video games
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Abstract
In this paper we investigate the phenomenon colloquially known as “loot boxes” or “loot crates”. Loot boxes became a hot topic towards the end of 2017 when several legislative bodies proposed that they were essentially gambling mechanisms and should therefore be legislated as such. We argue that the term “loot box” and the phenomena it covers are not sufficiently precise for academic use and instead introduce the notion of “random reward mechanisms” (RRMs). We offer a categorization of RRMs, which distinguishes between RRMs that are either “isolated” from real world economies or “embedded” in them. This distinction will be useful in discussions about loot boxes in general, but specifically when it comes to the question of whether or not they represent instances of gambling. We argue that all classes of RRMs have gambling-like features, but that only one class can be considered to be genuine gambling.
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
The Game is the MessageOriginal language
EnglishPublication milestones
- Published - 2018
Publication status
Published - 2018
Publisher
Digital Games Research AssociationHost publication title
DiGRA '18 - Proceedings of the 2018 DiGRA International ConferenceAccess to documents
Related Event
Title
DiGRA 2018: The Game is the Message
Event type
ConferenceLinks
Degree of recognition
International eventDate
25/07/2018 - 28/07/2018Location
University of Turin - Campus Luigi EinaudiTurinItaly
