Glossary
Loot box
Also: gacha, surprise mechanic
A paid, randomised reward container with unknown contents at the point of purchase.
Loot boxes (and the related gacha model) are the canonical case where exploitation, not deception, drives harm: they can be fully transparent about being random yet remain the leading harm candidate, with a replicated correlation to problem gambling that is stronger in adolescents.
See also
References
- King, D. L.; Delfabbro, P. H. (2018). Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder. Addiction. doi.org/10.1111/add.14286 · citing patterns
- Drummond, A.; Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour. doi.org/10.1038/s41562-018-0360-1 · citing patterns