What drives demand for loot boxes? An experimental study

IF 2.3 3区 经济学 Q2 ECONOMICS
Simon Cordes , Markus Dertwinkel-Kalt , Tobias Werner
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引用次数: 0

Abstract

The market for video games is booming, with in-game purchases accounting for a substantial share of developers’ revenues. Policymakers and the general public alike are concerned that so-called “loot boxes” – lotteries that offer random rewards to be used in-game – induce consumers to overspend on video games. We provide experimental evidence suggesting that common design features of loot boxes (such as opaque odds and positively selected feedback) indeed induce overspending by inflating the belief of winning a prize. In combination, these features double the average willingness-to-pay for lotteries. Based on our findings, we argue for the need to regulate the design of loot boxes to protect consumers from overspending.
是什么驱动了对 "战利品箱 "的需求?一项实验研究
电子游戏市场正在蓬勃发展,游戏内购买在开发商的收入中占据了相当大的份额。政策制定者和公众都担心,所谓的 "战利品箱"--提供游戏中使用的随机奖励的彩票--会诱使消费者在电子游戏中过度消费。我们提供的实验证据表明,"战利品箱 "的常见设计特征(如不透明赔率和正向选择反馈)确实会通过夸大中奖信念而诱发超额消费。这些特征结合在一起,会使彩票的平均支付意愿增加一倍。根据我们的研究结果,我们认为有必要规范奖品箱的设计,以保护消费者免受过度消费。
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来源期刊
CiteScore
3.80
自引率
9.10%
发文量
392
期刊介绍: The Journal of Economic Behavior and Organization is devoted to theoretical and empirical research concerning economic decision, organization and behavior and to economic change in all its aspects. Its specific purposes are to foster an improved understanding of how human cognitive, computational and informational characteristics influence the working of economic organizations and market economies and how an economy structural features lead to various types of micro and macro behavior, to changing patterns of development and to institutional evolution. Research with these purposes that explore the interrelations of economics with other disciplines such as biology, psychology, law, anthropology, sociology and mathematics is particularly welcome.
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