Lootboxes em jogos eletrônicos estão viciando nossos jovens em jogos de azar? O que a comunidade de computação pode fazer a respeito?

  • Luiz Felipe C. Duarte UnB
  • Edison Ishikawa UnB


Há várias formas de monetizar jogos eletrônicos, desde a compra única ao sistema games as a service. No entanto, existem formas de monetização que possuem fortes indícios de serem danosas aos consumidores, como as microtransações (lootbox). Embora nenhuma pesquisa provou isso, existem indícios razoáveis, e uma lacuna em pesquisas em computação que não visem apenas a maximizar o lucro ou a atratividade de lootboxes, mas que se preocupem com os aspectos éticos e o bem-estar dos consumidores. Este estudo procurou mostrar isso analisando o uso de lootboxes em jogos eletrônicos para enfatizar a necessidade de se realizar estudos sociotécnicos para minimizar o dano potencial destes produtos e serviços.

Palavras-chave: lootbox, vício em jogos eletrônicos


Brady, A. and Prentice, G. (2021). Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box. Games and Culture, 16(4):419–433.

Buchanan, J. and Shen, Y. (2021). Gambling and marketing: a systematic literature review using HistCite. Accounting & Finance, 61(2):2837–2851.

Chen, N., Elmachtoub, A. N., Hamilton, M. L., and Lei, X. (2021). Loot Box Pricing and Design. Management Science, 67(8):4809–4825.

Emond, A., Griffiths, M. D., and Hollén, L. (2020). Problem Gambling in Early Adulthood: a Population-Based Study. International Journal of Mental Health and Addiction.

European Parliament. Directorate General for Internal Policies of the Union., ConPolicy., and VVA. (2020). Loot boxes in online games and their effect on consumers, in particular young consumers. Publications Office, LU.

Evans, S. (2020). Pandora’s Loot Box. SSRN Electronic Journal.

Evren, C., Evren, B., Dalbudak, E., Topcu, M., and Kutlu, N. (2021). The Relationship of Loot Box Engagement to Gender, Severity of Disordered Gaming, Using MMORPGs, and Motives for Online Gaming. Psychiatry and Behavioral Sciences, 11(1):25.

Gainsbury, S. M., Abarbanel, B., and Blaszczynski, A. (2017). INTENSITY AND GAMBLING HARMS: EXPLORING BREADTH OF GAMBLING INVOLVEMENT AMONG ESPORTS BETTORS. Gaming Law Review, 21(8):610–615.

Gerken, T. (2018). Video game gambling banned in Belgium. BBC News.

Griffiths, M. D. (2018). IS THE BUYING OF LOOT BOXES IN VIDEO GAMES A FORM OF GAMBLING OR GAMING? Gaming Law Review, 22(1):52–54.

Kaneko, Y., Yada, K., Ihara, W., and Odagiri, R. (2018). How Game Users Consume Virtual Currency: The Relationship Between Consumed Quantity, Inventory, and Elapsed Time Since Last Consumption in the Mobile Game World. In 2018 IEEE International Conference on Data Mining Workshops (ICDMW), pages 848–855, Singapore, Singapore. IEEE.

Kao, D. (2020). Infinite Loot Box: A Platform for Simulating Video Game Loot Boxes. IEEE Transactions on Games, 12(2):219–224.

Keele, S. et al. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical report, Citeseer.

King, D. L., Russell, A. M., Delfabbro, P. H., and Polisena, D. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors, 104:106311.

Li, W., Mills, D., and Nower, L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97:27–34.

Newzoo, B. (2020). Global Games Market Report 2019. Technical report, Newzoo.

Palanichamy, T., Sharma, M., Sahu, M., and Kanchana, D. (2020). Influence of Esports on stress: A systematic review. Industrial Psychiatry Journal, 29(2):191.

Pickering, D., Philander, K. S., and Gainsbury, S. M. (2020). Skill-Based Electronic Gaming Machines: a Review of Product Structures, Risks of Harm, and Policy Issues. Current Addiction Reports, 7(2):229–236.

Ripley, N. (2020). Comscore Reports Highest Ever Worldwide Box Office. Library Catalog: https://www.comscore.com.

Rockloff, M., Russell, A. M., Greer, N., Lole, L., Hing, N., and Browne, M. (2021). Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. Journal of Behavioral Addictions, 10(1):35–41.

Stark, S., Reynolds, J., and Wiebe, J. (2020). Gambling and Gaming in an Ontario Sample of Youth and Parents. Journal of Gambling Issues, 46.

von Meduna, M., Steinmetz, F., Ante, L., Reynolds, J., and Fiedler, I. (2020). Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey. Technology in Society, 63:101395.

Zendle, D. (2020). Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming. PeerJ, 8:e9466.

Zendle, D. and Bowden-Jones, H. (2019). Loot boxes and the convergence of video games and gambling. The Lancet Psychiatry, 6(9):724–725.

Zendle, D., Cairns, P., Barnett, H., and McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102:181–191.

Zendle, D., Meyer, R., and Over, H. (2019). Adolescents and loot boxes: links with problem gambling and motivations for purchase. Royal Society Open Science, 6(6):190049.
DUARTE, Luiz Felipe C.; ISHIKAWA, Edison. Lootboxes em jogos eletrônicos estão viciando nossos jovens em jogos de azar? O que a comunidade de computação pode fazer a respeito?. In: WORKSHOP SOBRE AS IMPLICAÇÕES DA COMPUTAÇÃO NA SOCIEDADE (WICS), 3. , 2022, Niterói. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 55-66. ISSN 2763-8707. DOI: https://doi.org/10.5753/wics.2022.223322.