概率披露是不够的:作为道德视频游戏设计的一部分,降低战利品箱奖励的复杂性

IF 1.3 Q4 SUBSTANCE ABUSE
Leon Y. Xiao, P. Newall
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引用次数: 11

摘要

电子游戏中的抢劫箱提供随机奖励,其结构与赌博相似。目前的战利品箱消费者保护措施,如要求披露概率,受到了类似赌博方法的启发。然而,目前的战利品盒奖励过于复杂,消费者无法仅通过概率披露得到有意义的保护。但作为数字商品,战利品箱可以用更合乎道德的方式重新设计。提出了四种降低战利品箱奖励复杂性的方法:限制每场游戏的战利品箱最大数量和每个战利品箱的潜在奖励,均衡奖励的“获胜”概率,以及实施“可耗尽”的战利品箱。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Probability disclosures are not enough: Reducing loot box reward complexity as a part of ethical video game design
Loot boxes in video games provide randomised rewards that bear structural similarities to gambling. Current loot box consumer protection measures, such as requiring probability disclosures, have been inspired by similar approaches in gambling. However, current loot box rewards are too complex for consumers to be meaningfully protected by probability disclosures alone. But as digital goods, loot boxes can be redesigned in more ethical ways. Four reductions to loot box reward complexity are proposed: capping the maximum number of loot boxes per game and potential rewards per loot box, equalising ‘winning’ probabilities across rewards, and implementing ‘exhaustible’ loot boxes.
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来源期刊
Journal of Gambling Issues
Journal of Gambling Issues SUBSTANCE ABUSE-
CiteScore
2.20
自引率
0.00%
发文量
17
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