Pandora's Loot Box

Sheldon A. Evans
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引用次数: 6

Abstract

Virtual worlds are a frontier unlike any other. But as virtual worlds grow exponentially in the internet age, they find more overlap with the real world and the laws that govern it. One such emerging intersection is the advent of “loot boxes.” Borrowing their design from the gambling industry, loot boxes operate as a hybrid between slot machines and packs of trading cards. A consumer pays real-world money to buy a virtual box without knowing its contents. Upon opening the box, the consumer receives a virtual good that may be of great value, but may also be a common or duplicate virtual good of little to no value. Such is the gamble that fuels this troubling and addictive virtual gaming mechanism. While scholars and government agencies have considered differing views regarding the ownership, property, and sale of virtual goods, few have considered the gambling perspective brought on by loot boxes. This Article offers a unique legal exploration of the overlaps between loot boxes and gambling by proposing that state gambling laws be updated to include the social science concept of perceived value that explains consumer behavior. By examining the perceived value of loot box rewards, it becomes clear that consumers are driven to gamble for virtual goods based on the value they bestow in the virtual world—irrespective of any real-world value. This framework of virtual valuation is key in properly regulating loot boxes as a form of gambling, which plays on the same psychological triggers as do slot machines. This new framework carries important implications outside of gambling regulation in virtual worlds, while also contributing to the developing literature exploring the ethical and economic dilemmas when software is designed to increase user engagement by exploiting psychological weaknesses.
潘多拉的战利品箱
虚拟世界是一个不同于其他世界的前沿领域。但随着虚拟世界在互联网时代呈指数级增长,它们发现与现实世界以及支配现实世界的法则有了更多的重叠。“战利品箱”的出现就是一个新兴的交集。从博彩业借鉴设计,战利品盒是老虎机和交易卡包的混合体。消费者支付真实世界的钱购买虚拟盒子,却不知道里面装的是什么。打开包装盒后,消费者收到的虚拟商品可能价值不菲,但也可能是普通或复制品,几乎没有价值。这种赌博助长了这种令人不安且令人上瘾的虚拟游戏机制。虽然学者和政府机构对虚拟商品的所有权、财产和销售有不同的看法,但很少有人考虑到战利品箱带来的赌博观点。本文对战利品箱和赌博之间的重叠进行了独特的法律探索,建议更新州赌博法,包括解释消费者行为的感知价值的社会科学概念。通过检查战利品箱奖励的感知价值,我们可以清楚地看到,消费者是基于虚拟世界中的价值去赌博,而不管现实世界中的价值。这种虚拟估值框架是将战利品盒作为一种赌博形式进行适当监管的关键,因为它与老虎机一样,是基于相同的心理触发机制。这一新的框架在虚拟世界的赌博监管之外具有重要的意义,同时也有助于探索当软件被设计为通过利用心理弱点来增加用户参与度时的伦理和经济困境的发展文献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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