2023
Mattinen, Topias; Macey, Joseph; Hamari, Juho
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena Journal Article
In: Proceedings of the ACM on Human-Computer Interaction, vol. 7, iss. CHI PLAY, pp. 721-747, 2023.
Abstract | Links | Tags: Applied computing, Booster Packs, Collectible Card Games, Computer games, Computers in other domains, Convergence, Gamblification, Gaming and Gambling, Interactive games, Loot boxes, Sovware and its engineering, Virtual worlds sovware
@article{Mattinen2023b,
title = {A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena},
author = {Topias Mattinen and Joseph Macey and Juho Hamari},
url = {https://doi.org/10.1145/3611047
https://dl.acm.org/doi/10.1145/3611047
https://dl.acm.org/doi/pdf/10.1145/3611047},
doi = {10.1145/3611047},
year = {2023},
date = {2023-10-04},
urldate = {2023-10-04},
journal = {Proceedings of the ACM on Human-Computer Interaction},
volume = {7},
issue = {CHI PLAY},
pages = {721-747},
abstract = {The convergence of gaming and gambling, known as "gamblification", has been a topic of increasing interest in recent years. Loot boxes, i.e., rewards offering randomized content in exchange for money or time, have been a particular focal point. Research has shown links between excessive loot box consumption and problematic consumption behaviors, leading to several attempts to regulate loot boxes. Arguments against regulation have been that loot boxes are conceptually and structurally akin to other unregulated game formats, such as collectible card games. However, this discourse is often without deeper analysis of the mechanics of different products at the center of convergence. Therefore, to add to this knowledge, this article examines the similarities and differences between booster packs in Magic Arena, their physical counterparts in Magic: The Gathering, and loot boxes included in digital games. Particular attention is paid to the ways in which these booster packs compare to loot boxes in terms of consumption patterns, visual appearance, contextual factors, and regulation. Analysis reveals that digital booster packs in Magic Arena differ from both loot boxes and physical card packs, both due to their direct impact on gameplay, and their unique features afforded by the digital environment in which they exist.},
keywords = {Applied computing, Booster Packs, Collectible Card Games, Computer games, Computers in other domains, Convergence, Gamblification, Gaming and Gambling, Interactive games, Loot boxes, Sovware and its engineering, Virtual worlds sovware},
pubstate = {published},
tppubtype = {article}
}
The convergence of gaming and gambling, known as "gamblification", has been a topic of increasing interest in recent years. Loot boxes, i.e., rewards offering randomized content in exchange for money or time, have been a particular focal point. Research has shown links between excessive loot box consumption and problematic consumption behaviors, leading to several attempts to regulate loot boxes. Arguments against regulation have been that loot boxes are conceptually and structurally akin to other unregulated game formats, such as collectible card games. However, this discourse is often without deeper analysis of the mechanics of different products at the center of convergence. Therefore, to add to this knowledge, this article examines the similarities and differences between booster packs in Magic Arena, their physical counterparts in Magic: The Gathering, and loot boxes included in digital games. Particular attention is paid to the ways in which these booster packs compare to loot boxes in terms of consumption patterns, visual appearance, contextual factors, and regulation. Analysis reveals that digital booster packs in Magic Arena differ from both loot boxes and physical card packs, both due to their direct impact on gameplay, and their unique features afforded by the digital environment in which they exist.
