Abstract
Paid loot boxes are video game monetisation methods that provide randomised rewards of varying value. Loot boxes are prevalent internationally: approximately 60% of the highest-grossing mobile games in ‘Western’ countries contain loot boxes (Zendle et al., 2020a), as do approximately 90% in the People’s Republic of China (PRC) (Xiao et al., 2021).1 Loot boxes represent an important revenue stream for the industry: the sale of loot boxes in one single game can generate more than US$528,000 per day from just one country alone (Zendle et al., 2020b). Global loot box spending was estimated to have been US$15 billion in 2020, and is estimated to rise and exceed US$20 billion by 2025 (Juniper Research et al., 2021).
Originalsprog | Engelsk |
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Titel | Proceedings of the Digital Games Research Association (DiGRA) International Conference 2022: Bringing Worlds Together |
Forlag | Digital Games Research Association (DiGRA) |
Publikationsdato | jul. 2022 |
DOI | |
Status | Udgivet - jul. 2022 |
Emneord
- Loot boxes
- Video game monetisation
- Randomised rewards
- Mobile games
- Revenue stream