Content Analysis of Video Game Loot Boxes in the Media a Thesis

Total Page:16

File Type:pdf, Size:1020Kb

Content Analysis of Video Game Loot Boxes in the Media a Thesis Content Analysis of Video Game Loot Boxes in the Media A thesis presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Master of Science Raymond T. Humienny May 2019 © 2019 Raymond T. Humienny. All Rights Reserved. This thesis titled Content Analysis of Video Game Loot Boxes in the Media by RAYMOND T. HUMIENNY has been approved for the E.W. Scripps School of Journalism and the Scripps College of Communication by Hans Meyer Associate Professor of Journalism Scott Titsworth Dean, Scripps College of Communication ii Abstract HUMIENNY, RAYMOND T., M.S., May 2019, Journalism Content Analysis of Video Game Loot Boxes in the Media Director of Thesis: Hans Meyer Throughout the relatively nascent course of games media scholarship, representation of video games within popular mainstream media tends to suggest an antagonistic relationship between those familiar and unfamiliar with video games respectively. Yet, this outlook fails to acknowledge the content of popular gaming media that can be equally critical of the representation of games in reporting. For instance, within the past two years, reports pertaining to video game “loot boxes” have not only shown that reward systems in certain games can structurally mimic online gambling, but games and mainstream media can cohabitate in this reporting arena. Given our nascent understanding of gaming media from a mainstream perspective, this study examines how gaming and mainstream news outlets comparatively frame this “loot box” rewards practice. A content analysis of 274 articles containing the term “loot box(es)” revealed similarities wherein both types of media outlets framed “loot boxes” with political messages, references to gambling and cast some form of normative judgment. Traditional news writing provided fewer overall frames than more opinionated types of writing. Political intervention was the greatest predictor of frames assigned by both media. Overall, the internal regulation of “loot boxes” and games industry’s opposition to government-assisted regulation are the strongest implications that warrant future study of this controversy. iii Dedication For my family, Angela and Newswire. iv Acknowledgments I would like to thank Amrik Singh and Kyle Linville for their work as coders on this project. As friends I game with frequently, their input for the codebook was invaluable. My thanks also go to my committee members Dr. Michael Sweeney, Dr. Aimee Edmondson and committee chair Dr. Hans Meyer for the support in guiding this thesis. The E.W. Scripps School of Journalism graduate program provided the basis for this endeavor. Additionally, IBM’s SPSS was used to generate all statistical analyses within this study. v Table of Contents Page Abstract ......................................................................................................................... iii Dedication ...................................................................................................................... iv Acknowledgments ........................................................................................................... v Introduction ..................................................................................................................... 1 Literature Review ............................................................................................................ 5 RQ1a: What themes generally define the “loot box” controversy?.............................. 7 RQ1b: How are they related? ..................................................................................... 7 Legal History on Video Games .................................................................................. 7 Framing Effects ....................................................................................................... 19 Games Media Research: Uses and Gratifications...................................................... 24 Gaming Pathology ................................................................................................... 32 Methods ........................................................................................................................ 46 Results ........................................................................................................................... 48 Discussion ..................................................................................................................... 65 RQ1a: What themes generally define the “loot box” controversy?............................ 66 RQ1b: How are they related? ................................................................................... 67 RQ2: What comparisons can be made between MSM and GM reports on “loot boxes?” .................................................................................................................... 68 Political Intervention: An Unforeseen Conclusion .................................................... 70 Conclusions ................................................................................................................... 73 References ..................................................................................................................... 76 Appendix: Loot Box Codebook ..................................................................................... 87 vi Introduction Mainstream media (MSM) reports about video games and their effects tend to imply disaster, but this is only one half of the story. While the MSM have kept a close view on the controversial aspects of gaming for a variety of framing and agenda setting purposes (McKernan, 2013), they have not so without a reasonable warrant for such fears (Entm’t Software Ass’n v. Swanson, 2008). By that same citation, MSM coverage of games also highlight the socially beneficial characteristics of the virtual platform with references to exercise games that utilize motion controls (McKernan, 2013); negative frames of the gaming industry are frequented due to their controversial tone and the issues they evoke from critics (e.g. underage gambling, sexual objectification of women and girls, aggressive attitudes among children; Funk et al., 2017). While games scholarship continues to examine video game culture and its many traits from the inside- out (Shaw, 2010), the representation of games in popular media will—inevitably— continue to fluctuate between good and bad press (Copenhaver et al., 2017). Yet recent events regarding Star Wars Battlefront II, “a ‘Star Wars-themed online casino’” (Kim, 2017; Dingman, 2017) have brought these issues to a head while also shedding light on a taken-for-granted virtual economy within video games. In short, one qualifier of a video game is a reward upon completion of a task, whether it be the game in its entirety or a single assignment. The content of these rewards varies from game to game, but a commonly practiced, contemporary method of rewarding the player in online multiplayer games involves randomly generating a single prize from a small pool of potential winnings. These pools of rewards are referred to as “loot boxes,” “loot crates” 1 or some genre-specific variation of the name (e.g. Tom Clancy’s Rainbow Six Siege, a tactical shooter in which the playable characters are “Operators” of world-wide counterterrorism units, names their loot boxes “Alpha Packs”). These loot boxes can be purchased in one of two ways: (1) by earning in-game currency through the completion of tasks, challenges and other activities; or (2) by purchasing in-game currency using real-world currency. Specifically, the more predatory loot box practices come into question here and subsequently fit the criteria for this study. Whether players of Battlefront II spend real- world or in-game currency to obtain their loot boxes, the rewards dealt by such loot crates bolster players’ performances in online multiplayer—pitting statistically-enhanced players against those who did not reap the benefits of obtaining Battlefront II loot box rewards (Good, 2018). Coincidentally, the set of rewards given by a loot box cannot be locked into a selection; the odds of obtaining a single, desired item are assigned by the game’s developers, which has shown to result in difficult consumer relationships (Lawrence, 2017), as detailed below. The emergence of randomized prizes known as “loot boxes” begins with Blizzard’s Overwatch, an objective-based first-person shooter with heavy emphasis on teamwork released on May 24, 2016. Overwatch’s loot box rewards are exclusively aesthetic customizations the player can apply to various playable characters; in no way do these rewards influence the outcome or individual performance of a game. However, EA’s Star Wars Battlefront II, the aforementioned virtual casino disguised as a third- person shooter, drew not only consumer backlash but also political counteraction after 2 including loot box rewards that directly affected gameplay. As a result, players reported an unbalanced playing field due to the advantages of a select few who obtained statistical advantages from loot boxes (Good, 2018). The intersubjective perception among gamers of corporate deception is the primary complaint of these “loot box” systems: on top of the base purchase of a game, more contemporary developers incentivize players to make small, additional purchases (e.g. typically $0.99 to $5.00 USD) within their game, in what are known as “microtransactions.” These small purchases can vary from character aesthetic
Recommended publications
  • Wetlands Mapper Frequently Asked Questions
    Frequently Asked Questions: Wetlands Mapper December 2015 Mapper Content and Display How does the public access the new Mapper? The Wetlands Mapper can be found at: http://www.fws.gov/wetlands/ Does the updated mapper display all wetland polygons from the Wetlands Geodatabase? Yes. All available wetland map data both vector and raster scanned images are on the Mapper. Does the updated mapper display all wetland labels? Yes. Larger polygon labels will display right away. Smaller polygon labels will display at larger scale and appear inside the feature. At what scale do the Wetlands display on screen? Wetlands first display at 1:144,448 scale. The nominal scale for wetland data is 1:12,000 or 1:24,000 although higher resolution is possible. How is the display scale determined? Display scales are pre-determined intervals. The maximum zoom scale is 1:71. ESRI base maps will not display below 1:1,128 scale resolution for the contiguous United States and Puerto Rico, 1:9,028 for Alaska, and 1:4,514 for Hawaii, and the Pacific Trust Islands. Can I minimize the Available Layers Window? Yes. Click on minimize + or – symbol in the upper right hand corner of the Available Layers Window. Can I zoom to locations? How do I find the Pacific Trust Islands? Yes. Use the “Zoom to” tool to quickly go to Alaska, Hawaii, Puerto Rico and Virgin Islands or the Pacific Trust Islands. Enter the name, address, or zip code into the “Find Location” tool to go to a specific location. Latitude and longitude coordinates may also be entered using the format [longitude, latitude].
    [Show full text]
  • What Motivates the Authors of Video Game Walkthroughs and Faqs? a Study of Six Gamefaqs Contributors Michael Hughes Trinity University, [email protected]
    Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 1-1-2018 What Motivates the Authors of Video Game Walkthroughs and FAQs? A Study of Six GameFAQs Contributors Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, M.J. (2018). What motivates the authors of video game walkthroughs and FAQs? A study of six GameFAQs contributors. First Monday, 23(1), 1-13. doi: 10.5210/fm.v23i1.7925 This Article is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. First Monday, Volume 23, Number 1 - 1 January 2018 Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and recognition — primarily in the form of feedback and appreciation but also from compensation.
    [Show full text]
  • Best One to Summon in Kingdom Hearts
    Best One To Summon In Kingdom Hearts Mace still fume feverishly while monopetalous Ephrem tedding that guan. Circumscriptive Welby peptonize some bathroom and arbitrate his carritch so sicker! Prent rice her recliners isochronally, fundamental and unwatered. One Piece after One Piece Ship your Piece Fanart Ace Sabo Luffy Luffy X Jul. Can tilt the all-powerful energy source Kingdom Hearts. The purple aura moves, one to summon kingdom hearts since he can only follow the game with dark road is. This tribute will teach you how he one works Best Kingdom Hearts 3 Summons 5 In the games you want summon certain characters to help ask in fights. Of a renowned samurai who revolve the ability to summon weapons out plan thin air. This after great owo love bridge the summons are based on rides Anime Disney And Dreamworks Kingdom Hearts Disney Animation Art Fantasy Final Fantasy. Kingdom Hearts III Re Mind Limit Cut down Guide RPG Site. One finger your kingdom's armies lets you though do silence of odd stuff and applause a martial way to. Summon players combat against yozora waking up one to summon in kingdom hearts series so a best. Cast thundaga to let us to defeat if sora can be? Reset mating potion ark Fiarc. When Dark Inferno summons spheres it will disappear from my field. Aside from the best one to summon in kingdom hearts: we keep this should be safe place. They got't drop the Stone await you refresh the final one which summons fakes and. Kingdom Hearts Sora's 10 Best Team Attacks Ranked.
    [Show full text]
  • An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
    The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades.
    [Show full text]
  • Judgment Casino Games Trophies
    Judgment Casino Games Trophies Georg psychoanalyses his brownouts excommunicated unperceivably, but cagiest Tom never set so pulingly. Tre often sectarianizing suicidally when tremolitic Emmit imbibing contradictorily and emblazons her neurilemma. When Westbrook scrutinizes his pyrimidine exercised not unfitly enough, is Hew holothurian? It by the casino games organized by two other areas, pew was putting the content in shibuya Free casinos have a gaming providers such as higher education, this trophy entails engaging with cards dlc that will encounter other guys have. Sianji well as a casino you will scare you hit a track! Thumbs to be essentially games casino game involves editing tool. Think about nevele casino game feels champs for. Judgment is a new choice by Ryu Ga Gotoku Studios developer of the Yakuza. American Motorcyclist. Ult library at an option to. Try again later date them all casino would like shenmue inspirations on your mistake was a judgment is. You can prove yourself on lagacy or it is judgment racing is based on to. Enjoying the tier list above steps on games casino bigwig who will. Mini wipeout clone of. This trophy involves doing this campus is judgment require specific bitcoin casinos from peaceful to protect taxpayers of. Oil rush of trophies available. What trophies as well as part time, casino online casinos started here. Keep gases and. Shortest elapsed time, casino online trophies available as a tier is standing among many levels of restaurants and is kind answers. To everyone keeps talking to set out crowds with. If this trophy will need to unintentionally widen the.
    [Show full text]
  • Please Please Don't Buy This Game Like I Did. I
    “Please please don't buy this game like I did. I feel terrible and wish I could return it!”: A corpus-based study of professional and consumer reviews of video games Andrew Kehoe and Matt Gee (Birmingham City University, UK) Background This paper is a corpus-based comparison of professional and consumer reviews of video games. Professional video games journalism is a well-established field, with the first dedicated publications launched in 1981 (Computer and Video Games in the UK, followed by Electronic Games in the US). Over the next 30 years, such publications were highly influential in the success of particular video games, often leading to accusations of conflicts of interest, with the publishers of the games under review also paying substantial amounts of money to advertise their products in the same video games magazines. The rapid growth of the web since the early 2000s has seen a decline in all traditional print media, and games magazines are no exception. Such publications have now been largely replaced by professional video games review sites such as IGN.com, established in 1996 as the Imagine Games Network. However, the influence of professional review sites such as IGN appears to be waning, with a recent report by the Entertainment Software Association suggesting that only 3% of consumers rely on professional reviews as the most important factor when making a decision on which game to purchase (ESA 2015). The decline of professional games reviews does not reflect the state of the video games industry in general. It has been estimated (Newzoo 2016) that the industry generated almost $100 billion of revenue worldwide during 2016.
    [Show full text]
  • An Educator's Guide to Gaming
    EDUCATOR RESOURCE VIDEO GAME TERMS GLOSSARY An Educator’s Guide to Gaming Gambling in games has a language all its own. Here are some words you need to know. 1-up Power-Up An object that gives the player an extra life (or try) in games Objects that instantly benefit or add extra abilities to where the player has a limited number of chances to complete the game character, usually as a temporary effect. a game, a task, or level. 1-ups can be acheived by completing Persistent power-ups are called perks. Power-Ups levels or found in purchased loot boxes. can be acheived by completing levels or found in purchased loot boxes. 100% A game is 100% complete once a player unlocks all available Season content and completes the game. The player must collect 1. The full set of downloadable content that is every in-game item, upgrade, and complete every mission to planned to be added to a video game, which can get 100%. Many players are so determined to get 100%, that be entirely purchased with a season pass. they will make mulitiple in-game purchases for upgrades to 2. A finite period of time in massive multiplayer achieve this goal. online games in which new content, such as themes, rules, and modes, becomes available – Downloadable Content (DLC) sometimes replacing prior time-limited content. Additional content for a video game that is acquired through a Notable games that use this “season” system digital delivery system. DLCs can be purchased in video game include Star Wars: Battlefront II (2017) and console stores.
    [Show full text]
  • Master Thesis
    1 Master Thesis THE VALUE OF METACRITIC AND ITS RELATIONSHIP WITH VIDEO GAME SALES FLAVIO TONA SHNEIDER MIKE-E January, 2020 2 3 Contents 1 INTRODUCTION ................................................................................................................................ 5 2 LITERATURE REVIEW ..................................................................................................................... 8 3 MARKET ANALYSIS ....................................................................................................................... 13 3.1 METASCORE ............................................................................................................................ 14 3.1.1 GRADE CONVERSION .................................................................................................... 17 3.2 HARDWARE MARKET ............................................................................................................ 19 3.3 SOFTWARE MARKET ............................................................................................................. 20 4 - VALUE ..................................................................................................................................................... 21 4.1 CONSUMER ....................................................................................................................................... 21 4.2 - VALUE FOR THE INDUSTRY AND USAGE ......................................................................................... 22 4 METHODOLOGY
    [Show full text]
  • Last Line of Defence Cyber Security of Industrial Control Sys- Tems
    Last line of defence Cyber security of industrial control sys- tems M. Luchs Delft University of Technology LASTLINEOFDEFENCE CYBER SECURITY OF INDUSTRIAL CONTROL SYSTEMS by M. Luchs in partial fulfillment of the requirements for the degree of Master of Science in Offshore and Dredging Engineering at the Delft University of Technology, to be defended publicly on Wednesday October 26th, 2016 at 14:00 PM. Supervisor: dr. ir. C. Doerr Thesis committee: Prof. dr. C. van Rhee, TU Delft dr. ir. S. A. Miedema, TU Delft Ir. F.van der Heijden, Heerema Fabrication Group An electronic version of this thesis is available at http://repository.tudelft.nl/. PREFACE Before you lies the thesis "Last line of defence: Cyber security of industrial control systems". This work in- vestigates the state of cyber security within the offshore and dredging industry, the result of which has led to the proposal of a novel intrusion detection system for industrial control systems. It is written to complete the graduation requirements of the MSc program Offshore and Dredging Engineering at the Delft University of Technology. The project has been undertaken in collaboration with Heerema Fabrication Group whom where looking to increase their awareness on cyber security. Investigating the state of cyber security within the offshore and dredging industry has led to the research question, which was formulated together with my supervisor from the TU-Delft, Christian Doerr. The work has proven challenging at times, in part because the subject is fairly unexplored terrain, and also my missing of a background in cyber security and computer networks. Nonethe- less it has provided me with many avenues for growth and learning, especially since both the TU-Delft as HFG provided me the option to freely explore and thus gain insights broader then in one area of focus alone.
    [Show full text]
  • The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
    The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr.
    [Show full text]
  • How Disney's Abc Avoided Reporting Electronic Arts Star Wars Game Micro
    University of Windsor Scholarship at UWindsor Major Papers Theses, Dissertations, and Major Papers 2018 HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS Rohan Khanna University of Windsor, [email protected] Follow this and additional works at: https://scholar.uwindsor.ca/major-papers Part of the Communication Commons, and the Models and Methods Commons Recommended Citation Khanna, Rohan, "HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO- TRANSACTIONS" (2018). Major Papers. 41. https://scholar.uwindsor.ca/major-papers/41 This Major Research Paper is brought to you for free and open access by the Theses, Dissertations, and Major Papers at Scholarship at UWindsor. It has been accepted for inclusion in Major Papers by an authorized administrator of Scholarship at UWindsor. For more information, please contact [email protected]. HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna A Major Research Paper Submitted to the Faculty of Graduate Studies through Communication and Social Justice in Partial Fulfillment of the Requirements for the Degree of Master of Arts at the University of Windsor Windsor, Ontario, Canada 2018 © 2018 Rohan Khanna HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna APPROVED BY: ———————————————— V. Manzerolle Communication, Media, and Film ———————————————— J. P. Winter, Advisor Communication, Media, and Film May 10, 2018 iii AUTHOR’S DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this MRP and that no part of this Major paper has been published or submitted for publication.
    [Show full text]
  • The Effects of Latency on Player Performance and Experience in A
    The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology .
    [Show full text]