Boxed in: Loot boxes purchased and opened by adolescents

Sakura Cannestra

The video game industry is projected to make over $150 billion dollars in revenue this year, according to Statista. A rapidly growing portion of that revenue comes from transactions within games through various monetization mechanics, including loot boxes.

“Loot boxes,” also called in-game purchases with random items, are a type of monetization mechanic wherein a player spends either real world money or in-game currency to purchase a set of randomized items in-game, which have random rarity and value, but cannot be transferred back to real world money. It's a blind box in a video game.

Psychologists have been studying the connection between loot boxes and problem gambling, with a 2018 survey and subsequent study finding a strong link between people who regularly purchase loot boxes and people who fit the psychological profile for problem gamblers.

This project looked at data available in a study conducted by Dr. David Zendle, Rachel Meyer and Harriet Over. The data for this project comes from a survey of adolescents from multiple countries (not including the U.S., as teenagers often cannot be legally surveyed without parental consent) asking about loot box spending and opening habits, as well as the games played.

A bar graph titled Total adolescents who have purcahsed loot boxes, with two bars. The bar representing respondents who did not purchase loot boxes shows a slight increase. A bar graph titled Total adolescents who have opened loot boxes, with two bars. The bar representing those who have opened loot boxes shows a sharp increase.

First, out of the 1,155 teenagers who responded to this study, 468 had bought loot boxes in the past, while 687 had not. However, 970 respondents have opened loot boxes compared to the 185 who have not. Many adolescents utilize the freely provided loot boxes.

Below, I’ve divided these figured up by age (16, 17 and 18 years old), but the same trend occurs. About the same number of 16- and 17-year-old teens responded to this survey, 305 and 307 respectively, but 543 18-year-olds responded. These charts, again showing those who have purchased and those who have opened loot boxes, demonstrate the continuing trend of teens engaging with free loot box content more regularly.

A bar graph with three bars representing Ages 16, 17, and 18. They have a slight slope of increase going toward Age 18, but all are well below 50 out of 100. A bar graph with three bars representing Ages 16, 17, and 18. They have a slight slope of increase going toward Age 18 and are all between 75 and 90, with a maximum of 100.

There are a wide variety of games, though the type of game often has little to no bearing on whether it will have randomized monetization mechanics. This survey also asked gamers what games they purchased the most loot boxes in, what games they had opened the most loot boxes in, and what games they played that had loot boxes in it. Respondents only answered one out of these three questions, depending on whether they had purchased or opened loot boxes in the past, so the numbers demonstrated here are slightly skewed in that regard. These three graphs list the top 20 most common responses, and have the same maximum x value to show the stark contrast between the categories.

The question that was answered the least was when respondents played games with loot boxes but did not open or purchase any. Online multiplayer games like Counter Strike: Global Offensive and Team Fortress 2 dominate this chart. Also, keep an eye on Activision’s Hearthstone and Overwatch, as they’re pretty high up on all three of these charts.

A list of video games which feature loot box mechanics, but respondents said they do not open nor purcahse those loot boxes. Every category, including the large 'Other' category, is below  50 iterations, with everything beneath the first item on the list (Counter Strike: Global Offensive) having less than 25. The list, in order, is Team Forgress 2, Destiny 2, Hearthstone, Fire Emblem Heroes, World of Tanks, Overwatch, Tom Clancy's Rainbow Six Siege, World of Warships, Rocket League, Guild Wars 2, Marvel: Future Fight, literally actually none, Star Wars: Galaxy of Heroes, Love Live! School Idol Festival, Final Fantasy Brave Exvius, League of Legends, One Piece Treasure Cruise, Player's Unknown Battle Grounds, and Star Trek Online. The Other category has 20 other games, each with 2 or fewer instances.

This next graph features the top 20 games respondents open loot boxes in, without purchasing loot boxes. Right away, you might notice that Activision’s Overwatch is reigning supreme, with other well known titles like League of Legends also taking a spot. This will also be the only instance where the top spot is not the “Other” category, meaning Overwatch players outnumber the other 72 games listed as top openers.

A list of twenty video games which respondents listed as the game in which they open the most loot boxes. At the bottom is an Other category, which has the bottom 72 games. Overwatch is the game at the top with the most references by respondents. Following Overwatch is Hearthstone, Fire Emblem Heroes, Destiny 2, World of Warships, One Piece Treasure Cruise, Love Live! School Idol Festival, Tom Clancy's Rainbow Six Siege, League of Legends, Guild Wars 2, Rocket League, Clash Royale, Paladins, Tom Clancy's The Division, Bleach: Brave Souls, Dragon Ball Z Dokkan Battle, Fate/Grand Order, Girls' Frontline, Heroes of the Storm, and Azur lane.

Finally, this graph features the games in which players purchase the most loot boxes. Again, the two Activision games hold top spots, as well as League of Legends. Another thing worth noticing about these three charts is how the games represented span console — Marvel: Future Fight is a mobile game, and other games on the list have mobile compatibility.

A list of 20 video games which respondents listed as the game they purchase the most loot boxes in. The top spot is Hearthstone, followed by World of Tanks, World of Warships, Overwatch, Love Live! School Idol Festival, Counter Strike: Global Offensive, Final Fantasy Brave Exvius, League of Legends, Blade and Soul, Clash Royale, One Piece Treasure Cruise, Fire Emblem Heroes, Paladins, Guild Wars 2, Marvel: Future Fight, Rocket League, Bleach: Brave Souls, Team Fortress 2, Destiny 2, and Dota 2. The Other category has 62 games hidden.

These graphs show how easy it is for adolescents to access loot boxes and what games produce the most exposures. Thanks!