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Increasing Transparency for Consumers Showing Probabilities of Virtual Items in Loot Boxes in Digital Games
Author(s) -
Philipp Christian Lohse
Publication year - 2020
Publication title -
international journal of social sciences and economic review
Language(s) - English
Resource type - Journals
ISSN - 2706-9346
DOI - 10.36923/ijsser.v2i3.68
Subject(s) - transparency (behavior) , novelty , originality , advertising , marketing , consumer behaviour , business , psychology , political science , social psychology , law , creativity
Purpose of the study: This study is motivated by the increasing public discussions about loot boxes. There are similarities between loot boxes and gambling. Digital games often cross the line between skill-based games and gambling.Methodology: The presented data in this study is based on an online survey from July 2019 in Germany, Hungary, South Africa, Thailand, the United Kingdom, and the United States of America.Main Findings: This paper discusses the public acceptance of a possible loot box regulation. Often, the probabilities of items inside loot boxes are not shown. This paper discusses the acceptance of mandatory showing of loot box probabilities and finds that there is a major agreement to the possible increase of transparency.Research limitations: The presented data only applies to Germany, Hungary, South Africa, Thailand, the UK, and the USA in July 2019. Findings from this study cannot be transferred to other countries. There might be further regional differences in other countries. Further research of consumer preferences for possible regulations can help in determining useful regulations for digital games with loot boxes.Novelty/Originality of this study: Knowledge in this research field is still limited. There are yet adequate studies that explore consumer preferences concerning game design. This applies especially for the field of consumer preferences concerning the showing of probabilities of virtual items inside loot boxes.

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