Digital business models increasingly utilize gamblification (i.e., the use of gambling design elements in non-gambling contexts) to enhance traditional revenue generation. However, despite the increasing prevalence of gamblified digital business models, little is known about the influence of gamblification design on user behavior. We examine how gamblification in the form of differently designed loot boxes (i.e., gamblified virtual goods) and the connected effects of risk avoidance, previous endowment, and risk attitudes affects user purchase behavior. We conducted a contest-based online experiment with 180 participants, revealing that user purchase behavior is positively affected when loot boxes with a certain (vs. an uncertain) reward are...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Abstract Purpose of the study: This study is motivated by the increasing public discussions about l...
Game providers are increasingly employing and selling loot boxes, which can be considered virtual go...
There is speculation that engagement with gambling-like in-game rewards might be a risk factor for f...
Loot boxes represent a popular and prevalent contemporary monetization innovation in video games tha...
Gamification, using game-like elements in a non-game context, stands a means to trigger an individua...
Loot boxes are items in video games that may be bought with real-world money but contain randomised ...
So-called “lootboxes,” have recently developed into a quasi-standard for online gaming. Lootboxes ar...
Loot boxes are items in video games that may be bought with real-world money but contain randomised ...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The sim...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Abstract Purpose of the study: This study is motivated by the increasing public discussions about l...
Game providers are increasingly employing and selling loot boxes, which can be considered virtual go...
There is speculation that engagement with gambling-like in-game rewards might be a risk factor for f...
Loot boxes represent a popular and prevalent contemporary monetization innovation in video games tha...
Gamification, using game-like elements in a non-game context, stands a means to trigger an individua...
Loot boxes are items in video games that may be bought with real-world money but contain randomised ...
So-called “lootboxes,” have recently developed into a quasi-standard for online gaming. Lootboxes ar...
Loot boxes are items in video games that may be bought with real-world money but contain randomised ...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The sim...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Abstract Purpose of the study: This study is motivated by the increasing public discussions about l...