How Do Loot Boxes Make Money? an Analysis of a Very Large Dataset of Real Chinese CSGO Loot Box Openings
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Skin Gambling
UNDERSTANDING SKIN GAMBLING A guide to what skin gambling is, how it works, the demand for skin gambling, recent controversy, the legal issues, and the key takeaways for the regulated gambling industry. CHRIS GROVE 2016 Partner, Narus Advisors Thanks to increasing coverage from the mainstream media and a recent rash of controversies, skin betting - online wagering conducted in digital items instead of money - has become a topic of interest to many in the gambling industry . This white paper provides a concise but comprehensive education on the fundamentals of skin betting, the size and nature of the market for skin betting, the legal landscape, and some key takeaways for commercial gambling stakeholders . TABLE OF CONTENTS OVERVIEW 1 What are skins? . .2 How do players acquire skins? . 2. How do people bet skins? . .2 How large is the market for skin betting? . .3 SKIN BETTING: INDUSTRY TIMELINE 4 Introduction and growth . 4. Recent controversy . .4 SKIN GAMBLING AND THE LAW 5 KEY TAKEAWAYS FOR THE COMMERCIAL GAMBLING INDUSTRY 6 Strong demand for gambling exists among esports fans . .6 That demand may not be obvious through the prism of traditional gambling . 6. Focus on speed, simplicity, social (and skins) . .6 APPENDIX A 7 APPENDIX B 7 AN IMPORTANT NOTE As we prepare to publish this paper (July 2016), the skin gambling industry is facing an existential threat from game developer Valve. The game developer is seeking to shut down skin betting sites, a move that appears to be meeting at least some resistance from the sites. We believe that even if Valve is successful in largely eradicating skin gambling, the product still deserves careful attention as a possible template for a new class of gambling products that will prove popular with esports fans and the new generation of gamblers they represent. -
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. -
Polygonal Modeling: the Aestheticization of Identity
Polygonal Modeling: The Aestheticization of Identity Chris Kerich University of California, Santa Cruz [email protected] ABSTRACT Starting from the assumption that the skin is a complex organ that carries with it a depth and cultural history that cannot be easily understood, it follows that one must also come to reckon with the technologies that are used to represent skin in digital formats. By far, the dominant computational paradigm for representing 3D objects of any kind is “polygonal modeling”, a system which represents 3D objects as the combination of two things: a mesh and a texture, also known as a “skin”. This seemingly innocuous technological paradigm carries with it important ideological, political messages about identity and visual representation. I approach the analysis of these messages in three ways. First, I briefly examine the history of computer graphics, and polygonal modeling in particular, to show how the engineering values of efficiency and functionality ultimately drove and determined the development of polygonal modeling, and emphasize the cultural and critical reflection absent from that development. Next, I examine cultural practices surrounding 3D models in video games, specifically players skinning characters and the economy of skins, to show how the affordances of polygonal modeling as a paradigm lend themselves to the aestheticization and commodification of identity in digital spheres, advancing a neoliberal ideology that holds identity as an aesthetic commodity to be bought and sold. While it’s unlikely that this technology will radically transform in the near future, it’s important to identify, and reflect on, the assumptions that underlie it and the ideological effects it has. -
A Brief History of Esports Betting and Skin Gambling
A brief history of esports betting and skin gambling What this article is about Electronic sports (esports) are competitive video Why is this article important? game matches. Esports are like professional sports. This article reviews and summarizes current The matches take place between skilled players or knowledge on electronic sports (esports) and skin teams. They can be viewed online or in-person with betting. The research highlights the increasing large audiences. Esports are organized events and its popularity of these newer forms of gambling. It athletes can take on celebrity status. shows that young males are more likely to engage Esports has existed since the 1980s. It has grown in esports and skin betting. Young people are also exponentially since 2011 with the launch of Twitch. exposed to advertisements for these activities. Twitch is a live-streaming platform for esports. In Esports and skin gambling may increase problem 2019, there were 454 million viewers and esports gambling. This article highlights the changes in made a total of $1.1 billion. Individuals who watch esports and skin gambling market. It also discusses esports tend to be younger and male. industry and government responses to concerns about these activities, particularly related to Today, many sports betting companies allow people underage gambling. to bet on esports. Also, people can gamble on esports through unregulated sites using skins. Skins are virtual search covered papers published in English from 2000 video game items. They are purely cosmetic and do to March 2019. not provide in-game advantages. Skins are collectible The authors found 10 journal articles and 10 and range from common to rare. -
Exploring Motivations for Virtual Rewards in Online F2P Gacha Games: Considering
Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings In Partial Fulfillment of the Requirements for the Bachelor of Science in Global Business by DONG Yulai 1025594 May, 2020 ABSTRACT The objective of this study is to figure out players’ motivation on paying for virtual rewards in online F2P Gacha games. Based on the previous studies and primary survey, this paper will draw a conclusion with a primary survey collection which covered more than 3700 adept Gacha game players. Possible factors including income level, consuming habits and game settings which may be players’ paying motivations are analyzed to weigh their dependency about how they sustain and influence players’ playing and consuming behaviors. The correlation analysis and regression analysis will be used to measure the relationship between these factors and payment for Gacha games. As a result, players’ income level has a significant correlation with their payment in Gacha games while their consuming habits in other virtual goods doesn’t have a significant positive correlation with paying for Gacha games. Keywords: F2P Gacha game; virtual goods; consumer behavior; online payment INTRODUCTION Gacha game is generated from Gashapon, a kind of capsule toy derived from Japanese Bandai company that consumers can get a random one from a sets of given toys in a loot box (Toto, 2012). The system of Gashapon and loot box are applied to the initially Free-to-Play on- line game no matter PC games or mobile games since 2010s. However, the loot box system in these so-called “free-to-play” game lures players to spend a lot on in-game virtual currency for the possibility of getting random virtual rewards such as rare items or game characters (Nieborg, 2016). -
Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling. -
Building the Content That Drives the Counter-Strike: Global
This talk is about how we generated a lot of content with a very small team in order to kick-start our economy. We’ll also be discussing the things our customers value about the economy content, and how that information is helping us continue to make good decisions going forward. This talk won’t spend a lot of time on the advantages of adding an economy to your game. We are going to assume the reason you’re reading this is because you already know something about that. If, on the other hand, that is something you’d like to learn more about, we recently gave a series of talks on economies at the Steam Developer Days. They’re freely available on YouTube. Just head over to steamdevdays.com for some links. 1 Counter-Strike is an online multiplayer game. It’s a team-based first person shooter with a variety of game modes, and it’s had several different versions over the last 14 years. Counter-Strike: Global Offensive is the lastest, greatest version. Like we do with our other products, we use Steam to update CS:GO regularly as we strive to create the best experience for our customers. 2 In a multiplayer game, a big part of a good experience is provided by other players. Our customers generate a huge amount of value for each other just by participating in the game, so we want to encourage them to keep doing that. And we want to do it for years to come. We encourage our customers to play by, of course, providing them fun and value. -
More Than Just Skin(S) in the Game: How One Digital Video Game Item Is Being Used for Unregulated Gambling Purposes Online
MORE THAN JUST SKIN(S) IN THE GAME: HOW ONE DIGITAL VIDEO GAME ITEM IS BEING USED FOR UNREGULATED GAMBLING PURPOSES ONLINE John Vrooman Haskell* I. Introduction “The guy who invented poker was bright, but the guy who invented the chip was the genius.” -Julius Weintraub On September 27, 2016, the Washington State Gambling Commission (“WSGC”) issued a cease and desist letter to the popular video game developer, the Valve Corporation (“Valve”).1 Asserting that they are in violation of Washington State gambling law, the cease and desist letter emanates from Valve’s alleged involvement in a quickly evolving industry known throughout the world as “skin *J.D. Candidate, Suffolk University Law School, 2018; Editor-in-Chief, The Jour- nal of High Technology Law, 2017-18; B.A., History, Virginia Commonwealth University, 2015. 1 See Letter from David E. Trujillo, Director, Wash. State Gambling Comm’n, to Gabe Newell, Valve Corp. (Sept. 27, 2016) (on file with Esports Betting Report) (ordering Valve to cease violating Washington State gambling laws). The letter goes on to order Valve to show the steps they have made to bring Valve into “full compliance” with Washington State Gambling Law by October 14, 2016. Id. Copyright © 2017 Journal of High Technology Law and John Vrooman Haskell. All Rights Reserved. ISSN 1536-7983. 126 JOURNAL OF HIGH TECHNOLOGY LAW [Vol. XVIII: No.1 gambling” or “skin betting.”2 As denoted by the letter, the WSGC sets forth that by turning a blind eye to the enforcement of its regula- tion against the usage of “bot” accounts, -
Loot Boxes in Video Games
Loot Boxes in Video Games --------------------------------------------------------------------------------------------------------------------------- Call for Evidence - September 2020 1 1 Introduction The UK has played an important role in the development of the global video games sector. The creativity and innovation of our pioneering games designers helped lead to pivotal series such as Lemmings, Tomb Raider and Grand Theft Auto. More recent examples of the high-quality output from the British games industry includes the BAFTA award winning Lego series, the Forza Horizon games and Dreams. This has helped to establish the UK as one of the major centres of the global video games industry. As a result, the UK’s world-class video games sector is now one of the key components in our influential creative industries. Video games in the UK contributed £2.6bn in gross value added (GVA) in 2018 and employed 27,000 people in 2019. The audience for video games in the UK has also continued to grow. Now played by over half the population in the UK1, games allow people to enjoy fun and exciting play, find moments of relaxation, socialise, and learn new skills. However, whilst video games have become an important part of the economic and social fabric of the UK, they undoubtedly also present new responsibilities for everyone including the government to ensure that players - particularly children and young people - are not exposed to harm. Given the pace of evolution in this sector, the government’s challenge is to create policies that are effective within the context of constant innovation. The government wants the UK to be the safest place to be online in the world. -
Master Thesis
DIGITAL SYMBOLIC ARENAS Reinventing youth identity and emerging forms of play Erik Bredal Master’s Thesis Department of Social Anthropology UNIVERSITY OF BERGEN JANUARY 2020 This thesis will ethnographically analyze the interrelationships between gender, class, and subcultural styles using different video gaming groups primarily located in Bergen, Norway. I will discuss the structures of the groups and the video-game organizations that they participate in so as to examine how the games fit in with the players’ wider social and cultural life. The digital gaming scene provides a new arena for the articulation and reinvention of youth identity in its various contemporary forms. Alongside the game itself other things are being played out, such as cultural-social experimentations in social relations, forms of communication, and symbolic iconography. I unpack the interplay between users and technology by studying how game design works through its ability to organize aesthetics, narratives, and reward structures within virtual worlds. The genre preferences and gaming habits of different individuals are analyzed so as to examine the varying degrees of devotion to a game and indeed sometimes addiction to it. The increased accessibility of digital games has transformed the sociocultural context surrounding gaming activities making it part of new forms of mass consumption. New marketing strategies and ways of generating revenue are emerging, most prominently often employing chance-based game rewards that sometimes obscure the line between gaming and gambling. Due to increased consumer possession of technological devices, such as personal computers, gaming systems, and smartphones, the gaming market has become highly lucrative, for advertisers, those selling goods and for game developers. -
Loot Boxes and Gambling
GREO BRIEF: LOOT BOXES AND GAMBLING TRAVIS SZTAINERT, PHD, KNOWLEDGE BROKER Loot boxes are increasingly prevalent in online social games and major video games. In order to understand how loot boxes function, it’s useful to examine their history. Loot boxes are a based on a specific micro-transaction strategy called gacha, which first gained popularity in mobile social games developed in Japan.1 Micro-transactions are a form of game monetization, where people purchase in-game digital/virtual items with real money. Gacha is not a virtual item purchase, but the purchase of a lottery-draw where you have the chance to win virtual items with differing levels of rarity.2 Gacha functions similar to toy-vending machines, where players input money and get a random item/toy in return. While gacha can be free to play in video games (accesses to gacha is earned by playing the game for a certain amount of time, or by unlocking accomplishments in the game), rare and/or valuable gaming items often need to be obtained through special gacha with monetary purchasing. Since money is traded for the chance to win a random reward, there are many parallels to gambling. However, unlike gambling, real money is not a reward – only game-specific items. Usually these items are in the forms of ‘skins’. These are items that make characters in the game look different. Some are extremely rare/special and, in response, a grey market has developed so that people can buy, sell, and trade these items with real money. Some sites even allow betting and gambling with these items in order to try to win additional or better items. -
Is the Buying of Loot Boxes in Videogames a Form of Gambling Or Gaming?
Is the buying of loot boxes in videogames a form of gambling or gaming? Mark D. Griffiths International Gaming Research Unit, Psychology Department Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, United Kingdom Email: [email protected] Mark D. Griffiths is Professor of Behavioural Addiction in the Psychology Department at Nottingham Trent University in Nottingham, United Kingdom. Keywords: Loot boxes; social gambling; virtual assets; in-game purchasing; video game gambling 1 “The novelty of [Las Vegas] can hide its true intentions. [Its] seediness might be hard to detect on the surface of many video games, but replace the roulette table with a Candy Crush wheel and the similarities become clearer. Think about how many times you've paid real-life money in a game for the chance to win an item you really wanted. Was it a nice Overwatch skin? Perhaps it was a coveted Hearthstone card. How many times did you not get the item you wanted, then immediately bought in for another chance to hit the big time?”[1]. The buying of loot boxes takes place within online videogames and are (in essence) virtual games of chance. Players use real money to buy virtual in-game items and can redeem such items by buying keys to open the boxes where they receive a chance selection of further virtual items. Other types of equivalent in-game virtual assets that can be bought include crates, cases, chests, bundles, and card packs. The virtual items that can be ‘won’ can comprise basic customization (i.e., cosmetic) options for a player’s in-game character (avatar) to in-game assets that can help players progress more effectively in the game (e.g., gameplay improvement items such as weapons, armor)[1-3].