Publications
Publications
- 2024
What Makes Players Pay? An Empirical Investigation of In-Game Lotteries
By: Tomomichi Amano and Andrey Simonov
Abstract
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video
games. Paid loot boxes are contentious. Game producers argue that loot boxes complement
the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game. Consumer
protection groups argue that the mechanics of paid loot boxes closely resemble gambling and
can attract spenders who get the direct thrill from paying for uncertain rewards. We use a
unique dataset from a prototypical mobile game to estimate and compare the tastes of regular
and high-spending players. While regular players enjoy loot boxes primarily for their gameplay
complementarity, high-spenders get the vast majority of loot box value from the direct utility.
Thus, the estimates confirm that high spenders have fundamentally different tastes for loot
boxes. We use the estimates to simulate the outcomes under counterfactual game design and
show how the current game design trades off revenues and player engagement. We then evaluate
policy actions proposed by consumer protection groups and regulators. Our estimates favor
spending caps over a blanket ban on loot boxes.
Keywords
Product Design; Consumer Behavior; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
Citation
Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper, No. 4355019, June 2024.