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The video game format that generates a casino-like effect on young people

Once again, video game “reward boxes” are in the eye of the storm: a study by the University of Cordoba (Spain) confirmed that they generate casino-like sensations in players. 45.5% of the people who took part in the survey said they felt “guilty” after spending money, while 50% felt uneasy and 17% had no control.

How it works

A person enters a game. They put money in and open a “reward box”. He may get a big prize, or he may get nothing at all. If he gets a big bonus, he will celebrate and share it on networks. If not, he will keep trying.

 

This sequence could well take place in a casino, for example. You may also recognise the situation as typical of this field. The exact mechanics can be seen in slots, tables, live, bingo sites not on gamstop.

An example might well be FIFA:

  1. Players log in, and while building their squad, they can buy “envelopes”.
  2. These envelopes can grant great players, but they can also leave without noticeable rewards.
  3. And in fact, this is often the case: the percentage of big prizes is relatively low.

Of course, this would not be a problem if not for one thing: the envelopes cost money. And often, the little guys don’t take that into account.

This game mechanic is called “loot boxes” or “loot/reward boxes”. They are not only found in FIFA: they tend to be present in several titles of various genres. They came into their own about a decade ago but have only become more popular with the advent of streamers in recent years.

It’s not uncommon to log on to a Twitch or YouTube stream and see network figures opening envelopes and sharing their results with the audience. The issue is that these envelope-opening sessions could cost thousands of dollars for the average user. Yet, at the same time, they are sometimes given to them for free by the games themselves. And here is the first problem.

How the loot boxes are similar to slots

The University of Cordoba (Spain) published a study by Francisco Javier Sanmartín, Juan Antonio Moriana and other researchers. They tried to understand the effect of this type of format, which is increasingly present in games. And the result was clear: emotions are generated similar to those experienced, for example, in a casino.

There are different loot boxes, with prices to suit the consumer and above all the companies. Their eye-catching designs aim to attract players.

It sounds cruder if we say that children, by playing “opening envelopes” for money, are doing something similar to what we would do in a slot machine, for example. And it would not be entirely wrong.

There are some concepts to highlight to understand the influence of this mechanic. For example, the term “pay to win” is used to refer: if money is not used, it is almost impossible to win or at least a significant disadvantage is generated.

And in general terms, almost any game with loot box mechanics is considered to pay to win. Since those players who open more envelopes and boxes have a better chance of getting a differential over the rest.

As Sanmartín explained in an interview with El País, “there comes a certain point where no matter how much you want to keep advancing, you can’t. It creates a disparity because the last box you open is the last one you open. It creates a disparity because the last way to achieve it is to open envelopes”.

Moriana assured that “the loot boxes work like something similar to slot machines. You think that by throwing in one euro you can get 50 or 100, but the machine always wins”.

Let’s illustrate this again with an example from FIFA: a child buys 15 packs hoping that the reward will be Lionel Messi in one of them. The 15 envelopes go by; nothing comes out. So he goes for another packet. A spiral of money and addiction appears in more and more games, regardless of genre.

The study emphasised this type of situation and gave a very graphic result:

  • 45.5% of those surveyed said they felt “guilty” after buying sachets.
  • 50% confessed to feeling “uneasy”.
  • While 17% experienced “loss of control”, leading them to repurchase more packs.

The loot box business keeps growing

The loot box business continues to grow by leaps and bounds. According to Juniper Research, sales of loot boxes could reach more than 20 billion euros by 2025. Moreover, with the bulk of users between the ages of 6 and 24, these mechanics lead children to “get used to” gambling, turning them into functional customers for this multi-billion dollar industry in the future.

Some progress has been made in the last two years. For example, they banned boxes in some titles or implemented a “preview” functionality in others. Also, to minimise the chance factor, the consumer can have at least some certainty about what they are being charged.

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Moriana explained: “players know that what they are doing as innocent behaviour is a gamble with odds that are far below what they believe”.

Another development was that games with loot boxes now carry the legend “includes random items” in the rating. Still, according to the report’s authors, this is not enough. “Since there is nothing regulated, they don’t know quite what to do. Also, it is put in a tiny space at the back, in the bottom corner, which is hardly visible,” they explained.

There is another issue to analyse: streamers often do several hours of broadcasting sessions by opening envelopes or boxes. They must send out a realistic message in this regard, as Ibai Llanos did in the last few hours when he assured that it was necessary to be “calm” with the envelopes. The Spanish streamer even asked his audience “not to steal money from their parents and not spend money they don’t have”.

While the situation is causing concern, several professionals are trying to lower the alarm level. “Not enough research has been done yet,” they say. But on the other hand, they also leave open the question: What will happen when these children, moulded by these game mechanics, grow up?

 

 

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