Vinsamlegast notið þetta auðkenni þegar þið vitnið til verksins eða tengið í það: http://hdl.handle.net/1946/37687
Loot boxes are a form of microtransaction, which is a business model used to generate revenue for video games. The contents of loot boxes are random and based on chance, where loot boxes have a higher chance to contain a variety of lower quality items, and a much smaller chance to contain a selection of higher quality items. The higher quality items tend to be the driving force for loot box purchases and participation despite, or maybe due to, their rarity. However, visual appeal tends to play a part as well regarding cosmetic rewards. As such, players may desire rewards solely based on their visual appeal, regardless of their rarity. Unique rewards tend to carry more visual appeal, however, as they are not used as excessively as rewards which are not unique or hard to come by.
Loot boxes and microtransactions are often predatory and exploitative in nature, whilst being marketed to children, which is one of the key aspects being taken into account as an attempt is made to answer whether loot boxes should be considered a form of gambling and therefore be subject to gambling laws, as such legislation tends to be made in order to protect those in need of protection from such behaviours.
The main findings of the thesis are that loot boxes are, by definition, a form of gambling and legislations should be interpreted in a broader sense, benefitting individuals, their safety, and protection.