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Spending Caps Could Be The Solution to Keeping Loot Boxes Regulated

Study Shows Spending Caps Prevent Overspending & Problem Gambling

Published
June 28, 2023
Publication
CBS Newsroom
Focus On
Business Analytics
Jump to main content
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News Type(s)
Marketing Press Release
Press Release
Topic(s)
Marketing, Media and Technology, Risk Management, Strategy

About the Researcher(s)

Andrey Simonov

Andrey Simonov

Gary Winnick and Martin Granoff Associate Professor of Business
Marketing Division

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New York, NY - Loot boxes have become a controversial practice in video games. These virtual items, which players can acquire through a lottery-like system, result in extended playtime and can lead to overspending within a game. This can lead to poor spending habits, early exposure to gambling, and even aggressive behavior. A new study conducted by Columbia Business school from Professor Andrey Simonov sheds light on the perception of loot boxes by regulators and game producers, suggesting that implementing spending caps within games could be the most effective way to regulate them.

The study, A Welfare Analysis of Gambling in Video Games, was published earlier this year by researchers Andrey Simonov, the Gary Winnick and Martin Granoff Associate Professor of Business at Columbia Business School, and Harvard Business School Professor Tomomichi Amano. The researchers studied a prototypical mobile puzzle game and examined the motivations of its 2.5 million players who engaged with loot boxes. The study aims to distinguish the extent to which loot boxes are opened for their functional value, such as complementarity with gameplay, versus for their direct value which can potentially include problematic and harmful behavior. They found that the high spending users will spend a lot and account for 90 percent of the company’s revenue. They then examined high spenders versus the remaining players' usage of loot boxes throughout different stages of the game. The functionality value for regular players and direct gambling value for high spenders, is important because there is credibility in the company's arguments that loot boxes are part of the game, but loot boxes also are closer to pure gambling for high spenders. This suggests that for these players, the primary motivation for purchasing loot boxes is not to improve their gameplay experience but instead to gamble over loot box items. Contrary to high-spending players, the majority of players opened loot boxes to enhance gameplay. This implies that for most players, the appeal of loot boxes lies in how they enhance their gameplay and not in gambling.

The study also analyzed the game company's perspective in designing the game and challenged the idea of implementing a blanket ban on loot boxes, which has been a topic of debate among regulators. By analyzing the taste estimates of regular and high-spending players and through different simulations of different bans and restrictions, they argue in favor of spending caps. This would limit the amount of money players can spend on loot boxes. This approach takes into account the different motivations of players and seeks to address potential issues related to excessive spending while still allowing players to engage with loot boxes. This more nuanced approach may be more effective in regulating this practice rather than a complete ban.

To learn more about cutting-edge research being conducted, please visit the Columbia Business School.

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About the Researcher

Andrey Simonov

Andrey Simonov

Gary Winnick and Martin Granoff Associate Professor of Business
Marketing Division

About the Researcher(s)

Andrey Simonov

Andrey Simonov

Gary Winnick and Martin Granoff Associate Professor of Business
Marketing Division
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