The University of Southampton
University of Southampton Institutional Repository

What drives demand for loot boxes? An experimental study

What drives demand for loot boxes? An experimental study
What drives demand for loot boxes? An experimental study
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.
0167-2681
Cordes, Simon
b92b023b-cb6f-475f-ad88-baa6475bba94
Dertwinkel-Kalt, Markus
f1ea1217-6cc3-46b8-9ed8-d43f36233238
Werner, Tobias
b1f092c4-e6b8-42e1-b615-4e150cd4b165
Cordes, Simon
b92b023b-cb6f-475f-ad88-baa6475bba94
Dertwinkel-Kalt, Markus
f1ea1217-6cc3-46b8-9ed8-d43f36233238
Werner, Tobias
b1f092c4-e6b8-42e1-b615-4e150cd4b165

Cordes, Simon, Dertwinkel-Kalt, Markus and Werner, Tobias (2024) What drives demand for loot boxes? An experimental study. Journal of Economic Behavior & Organization, 228, [106755]. (doi:10.1016/j.jebo.2024.106755).

Record type: Article

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.

Text
1-s2.0-S016726812400369X-main - Version of Record
Download (1MB)

More information

Accepted/In Press date: 22 September 2024
e-pub ahead of print date: 2 November 2024
Published date: 2 November 2024

Identifiers

Local EPrints ID: 505957
URI: http://eprints.soton.ac.uk/id/eprint/505957
ISSN: 0167-2681
PURE UUID: a8347776-d772-4060-a7a4-5b36f9dce93a
ORCID for Tobias Werner: ORCID iD orcid.org/0000-0003-2985-2760

Catalogue record

Date deposited: 24 Oct 2025 16:35
Last modified: 15 Nov 2025 03:26

Export record

Altmetrics

Contributors

Author: Simon Cordes
Author: Markus Dertwinkel-Kalt
Author: Tobias Werner ORCID iD

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of http://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×