Ethical Lootbox? A proposal to reduce the risk of addiction
Abstract
Electronic game companies continually devise new methods of monetizing their products since the creation of the arcade machine. From simple direct purchases to the advent of games as a service, the question of which system is fair to both the consumer and the developer has been raised, especially regarding loot boxes. This article seeks to outline the development of a simulation tool for lootbox consumers using the BDI model (Beliefs, Desires, Intentions), aiming to identify the critical point in the consumer consumption cycle. It is concluded that the critical juncture lies in the activation of instinctual behavioral patterns, and that it is feasible to introduce mechanisms into traditional loot boxes to reduce the likelihood of triggering this mode. Further research is needed in this area, which holds promise as initial findings suggest that the proposed mechanisms do not significantly alter the generated profits.
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