#loot box
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raionmimi · 3 months ago
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Overwatch Loot Box Cosmetics List
Currently organizing all of the Loot Box items by hero name in a Google Doc because Blizzard just has everything in a scrambled list in game.
I completed all the Legendary skins you can possibly get, and I'm currently still working on Epics at the moment (which includes skins, emotes, highlight intros, and possibly certain sprays) Pretty sure I will not do the Rares or commons at this time because it's even more content than epics (sprays, skins, victory poses, player icons, and voicelines)
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ajaxmiku · 3 months ago
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Pulled one of the twitch drops sprays from 2018 (and the cutest one imo) 💚💙 NANO COLA DVA WILL BE MINE 👹👹👹
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seeseagulls · 11 months ago
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emptyheadgamer · 3 months ago
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downloaded pokemon pocket tcg today and its one of the most blatantly cynical money grubbing apps out there. The first thing you do is open a pack. then you get told to log in every day to open more packs, then you get shown how to use premium currency to open more packs. After that you have to level up twice by opening packs and collecting cards, which they give you just enough premium currency to do (like with drugs, first hit's free to get em hooked)
Only after you hit level 3 does the ability to play the card game start being tutorialized. In video game design you tutorialize the most important mechanics first. In a platformer, first they teach you to run and jump before getting to triple backflip wall kicks. In a racing games, accelerate and steering come before drifting and boosting. Shooters teach you to weapon switch and reload before getting into bullet time or alternate fire modes. And what does pocket tcg teach you first. Premium currency and daily login to open more packs.
And further emphasizing that the lootboxes (cause that's what cardpacks are) are the core mechanic, there's an auto battle option. you can let the game play itself and just take the rewards, so you can open more card packs. I repeat, YOU CAN SKIP THE CARD BATTLING SO YOU CAN SPEND MORE TIME WITH THE LOOTBOXES.
Given the primary demographic for pokemon products is still small children, it's always been especially galling to see this kinda stuff under the pokemon brand. No game that's using psychological manipulation to induce addiction should even be available to kids, never mind directly marketed at them, for the same reasons we don't let kids do actual drugs. For all it tries to put itself forward as a family friendly face, pokemon company is honestly one of the worst in the videogame sphere. They do the same shit as everyone else, but they almost exclusively target the most vulnerable audiences.
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thesuperawesomeaarpong · 3 months ago
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The fact people are happy about loot boxes returning to overwatch really proves how easy it is to push the envelope of exploitation in game design.
People are saying it’s not gambling because you can’t buy them directly with real money as if the problem with gambling is purely economical.
Gambling doesn’t just damage your wallet it damages you psychologically. People will be conditioned to keep playing overwatch even after they don’t enjoy it anymore so they can get more loot boxes. This WILL negatively impact peoples psychies.
Games should be intrinsicely rewarding. With extrinsic rewards being complimentary. If your problem with Overwatch 2 is that it is not extrinsicely rewarding enough than you should just quit. Not keep playing and complaining for them to add gambling back into the game because youve become used to certain level if dopamine output.
Truly the difference between a good and bad skinnerbox is the good one is better at manipulating you.
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tazimgaming10 · 2 years ago
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Tazim Gaming
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Esports,Battle Royale,MMORPG,FPS,MOBA,Open World,Gaming Console,Virtual Reality (VR) Gaming,Streaming,PC Gaming,Crossplay,Loot Box,Game Mods,Gaming Community,Gaming News,Twitch Streamers,Gaming, Reviews,Gaming,SurvivalGames,OpenWorld,HorrorGames,Streamer,eSportsNews,
Tazim Gaming is more than just a gaming channel; it's an immersive journey into the heart of virtual worlds. With a deep-rooted passion for gaming, we invite you to join us on an exhilarating adventure filled with diverse gaming experiences. Whether you're a fan of intense first-person shooters, epic open-world escapades, or captivating role-playing narratives, Tazim Gaming has something special in store for you.Our live streams bring the excitement of gaming to life, where you can engage with us and fellow viewers in real-time. Dive deeper into our gaming narratives through our Let's Play series, where we explore the rich stories and immersive worlds of our favorite games.At Tazim Gaming, we're not just about playing games; we're a thriving community of gamers who share insights, recommendations, and laughter. Our Discord server is a vibrant hub where friendships are formed, strategies are discussed, and the love of gaming unites us.Join us as we explore the ever-evolving gaming landscape, provide honest game reviews and recommendations, and connect with fellow gamers from around the world. Tazim Gaming is your ticket to unforgettable gaming moments and shared experiences that make the virtual world come alive.
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milijanakomad · 2 years ago
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Product design and psychology: Psycho manipulation techniques in gaming
Keywords: Product Design, Gaming, Psychological Manipulation Techniques, Player Behaviour, Player Engagement, Skinner Box Mechanics, Fear of Missing Out,  (FOMO) Social Pressure, Sunk Cost Fallacy, Artificial Scarcity, Dynamic Difficulty Adjustment (DDA), Pay to Win, Teasing Future Content, Locus of Control, Grinding, Loot Boxes, Gacha Systems, Zeigarnik Effect, Genshin Impact, Ethics in Game Design, Addiction in Gaming, Excessive Spending, Unfair Gaming Environment, Ethical Game Design Practices, Responsibility of Designers and Developers
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Abstract:
This paper explores the implementation of psychological manipulation techniques in product design, particularly in gaming, focusing on their effects on player behaviour and engagement. The discussed techniques include Skinner Box Mechanics, Fear of Missing Out (FOMO), Social Pressure, Sunk Cost Fallacy, Artificial Scarcity, Dynamic Difficulty Adjustment (DDA), Pay to Win, Teasing Future Content, Locus of Control, Grinding, Loot Boxes, Gacha Systems, and the Zeigarnik Effect. Real-world examples, such as the game "Genshin Impact", are used to illustrate the techniques' applications. While acknowledging these methods' effectiveness in increasing player engagement and revenue, the paper raises concerns about their potential to foster addiction, promote excessive spending, and create unfair gaming environments. The study calls for ethical game design practices and highlights the designers and developers' responsibility in maintaining a balanced and fair gaming experience.
Introduction
Psychological manipulation techniques have been employed in various aspects of human life, from interpersonal relationships to marketing and advertising. Understanding these techniques can shed light on how consumer behaviour is shaped, how decisions are influenced, and how interactions are guided. In product design, these methods play a critical role, often subtly, in guiding user experience, driving engagement, and encouraging specific user actions. The gaming industry, in particular, has become adept at employing these techniques to create compelling and immersive experiences.
However, the application of psychological manipulation techniques in product design is not without controversy. Moral and ethical concerns often arise, particularly when these tactics are used in ways that can lead to addictive behaviours or unnecessary expenditure. The impact of these techniques on the mental health and wellbeing of users is a subject of ongoing discussion in both academia and the industry.
To comprehend the dynamics of these manipulation techniques, this paper delves into eleven of them, as applied in game design, with a focus on their influence on player behaviour and engagement. Importantly, each technique will be viewed from both a product design and psychological standpoint to ensure a comprehensive understanding of its implementation and implications.
The Techniques
1. Skinner Box Mechanics
In the world of behavioural psychology, the Skinner Box, developed by B.F. Skinner, plays a pivotal role. This mechanism revolves around the concept of operant conditioning, where subjects learn to associate behaviours, such as pressing a lever, with receiving rewards. Game designers have translated this concept into their work by prompting players to perform simple tasks, followed by randomized rewards, thereby creating a compulsive loop of behaviour.
This is evident in various mobile and free-to-play games, where completion of tasks results in rewards such as virtual currency, points, or character enhancements. However, the randomness of the reward sequence can lead to a compulsive cycle where players continue to perform tasks in anticipation of a potentially more substantial reward next time - an aspect that can become addictive.
2. Fear of Missing Out (FOMO)
The phenomenon of FOMO plays a critical role in player engagement strategies in games. Time-limited events or offers with exclusive content available only for a short duration can induce a sense of urgency and scarcity. This pressure can propel players to participate or make purchases for fear of missing out on the exclusive content.
For instance, games often introduce special holiday events or weekend sales offering exclusive items or characters. By time-limiting these events, they can stimulate a sense of scarcity and urgency, urging players to spend more time in the game or make additional purchases.
3. Social Pressure
Social dynamics are influential factors in the gaming experience, particularly within multiplayer environments. Social pressure can push players to spend on cosmetic items to maintain status within a group or use social connections to encourage continuous engagement with the game. For example, games often offer bonuses for inviting friends to join or rewarding cooperative play to capitalize on the innate human desire for social connection.
However, the potential downside of this manipulation technique lies in the pressure it may create among players to conform to group norms or expectations, potentially leading to unnecessary spending or extended playtime.
4. Sunk Cost Fallacy
The sunk cost fallacy has a profound impact on player behaviour. As players invest more time, effort, and money into a game, they are more likely to continue playing to justify their initial investment. This can be the case even if the player's enjoyment of the game decreases over time.
This phenomenon can be problematic, particularly when it encourages players to spend more money or time on a game they no longer find fulfilling, leading to potential addiction or excessive spending.
5. Artificial Scarcity
Game designers often use artificial scarcity to increase the perceived value of in-game items or characters. By limiting the availability of certain items, an illusion of scarcity is created, leading players to spend more resources to acquire them. This can have a significant impact on player behaviour, driving players to play longer hours or make additional purchases to secure these scarce resources.
While this strategy can enhance player engagement and revenue, it also raises ethical concerns about encouraging excessive spending.
6. Dynamic Difficulty Adjustment (DDA)
Dynamic Difficulty Adjustment is a technique that tailors the game's difficulty level based on the player's skill. Transparent application of DDA can enhance player engagement by providing a suitable level of challenge. However, when used non-transparently, it can be seen as manipulative, as it can be used to encourage additional spending.
For instance, making a game temporarily more challenging might push players towards purchasing power-ups or additional resources. This manipulation can create an unbalanced gaming experience, leading to questions about its fairness and ethics.
7. Pay to Win
The 'Pay to Win' model is prevalent in many games, allowing players to purchase items or upgrades that provide a significant advantage in gameplay. While this can help generate revenue for the game, it creates an uneven playing field favouring those who spend more money.
This model raises serious ethical concerns about creating an unfair gaming environment and promoting excessive spending.
8. Teasing Future Content
Teasing future content can be an effective strategy for keeping players engaged and looking forward to new additions. By giving sneak peeks of upcoming features or content, games can retain player interest, even if they may be losing interest in the current content.
However, it's important to consider the potential disappointment and loss of trust that could occur if teased content does not live up to player expectations.
9. Locus of Control
A player's sense of control over the game's environment, narrative, or outcomes can significantly enhance their engagement and immersion. By fostering a sense of agency, game designers can captivate players, keeping them invested in the game world.
However, providing an illusion of control, where the actual impact of player decisions is minimal, can lead to player frustration and dissatisfaction.
10. Grinding
Grinding, or repeating tasks for incremental gain, is common in many games, particularly in Massively Multiplayer Online Role-Playing Games (MMORPGs). The player's progress is often determined by their character's level, skills, and equipment, which are typically improved through grinding.
While grinding can provide a sense of progress and achievement, it can also lead to fatigue or boredom if not carefully balanced with other gameplay elements.
11. Loot Boxes
Loot boxes, containing a random assortment of in-game items, have become a popular mechanism in game design. They can provide excitement and unpredictability, enhancing the gameplay experience.
However, loot boxes have come under criticism due to their similarity to gambling, raising concerns about fostering addictive behaviours and encouraging excessive spending.
12. Mechanisms of Gacha
The Gacha system, named after Japanese toy vending machines, has become a pervasive strategy within the gaming industry. It operates on a 'loot box' principle, where players pay for the chance to obtain a randomized item of varying rarity. This mechanic is psychologically intriguing, as it taps into the human predilection for chance-based rewards, thereby playing a crucial role in player retention and revenue generation. The intermittent and unpredictable nature of rewards in Gacha systems makes them akin to Skinner's variable-ratio schedule, which is known to produce high rates of response, even in the absence of rewards. 
This forms the psychological bedrock of Gacha systems' addictiveness. The thrill of obtaining a rare, powerful character is essentially gambling, which is inherently addictive. Similarly, in "Genshin Impact," players can acquire weapons or characters using Primo gems (the game's currency), resulting in variable outcomes.
13. Zeigarnik Effect
The Zeigarnik effect, originally studied by Russian psychologist Bluma Zeigarnik in the 1920s, postulates that people tend to remember unfinished tasks better than they recall completed ones. The present study explores the Zeigarnik effect from two key perspectives: psychological and product design. Through the detailed analysis of real-world examples and case studies, this paper aims to provide insights into how product designers can harness the Zeigarnik effect to create more compelling, engaging, and user-friendly products. 
In the realm of product design, the Zeigarnik effect can be employed to increase user engagement and retention. One of the primary ways is by creating a sense of incompletion that motivates users to return to a product or service. 
The gaming industry is a prime example where the Zeigarnik effect is utilized. Games like Candy Crush keep players engaged by offering multiple levels that create a sense of unfinished business. The constant reminder of the pending level increases the likelihood of the user returning to complete the game.
14. Genshin Impact
In the pantheon of modern digital entertainment, 'Genshin Impact' has established itself as a monumental exemplar of the gamic medium's potential. Developed by the Chinese company miHoYo, the game has found global resonance since its release in 2020. The focus of this article is to scientifically dissect the integral components of 'Genshin Impact', emphasizing its gameplay, narrative, technological elements, and its influence on socio-economic aspects.
From a ludo logical perspective, 'Genshin Impact' showcases an amalgamation of game mechanics and systems, providing an extensive interaction spectrum for its players. As an action role-playing game (RPG), it encapsulates various interaction modalities including combat, exploration, puzzle-solving, and character development. The game's combat system relies on a character-switching mechanism that promotes strategic combination of different character abilities, while its progression system encourages continual exploration of the game's vast world.
The incorporation of 'gacha' mechanics, where players can obtain random virtual items or characters, illustrates the application of probability theory and the role of randomness in player motivation. It taps into the psychological principle of intermittent reinforcement, incentivizing continuous engagement through the thrill of uncertain rewards.
Conclusion
While the psychological manipulation techniques employed in game design can effectively enhance player engagement and generate revenue, they also pose potential risks. Fostering addictive behaviours, encouraging excessive spending, and creating unfair environments are significant concerns.
Understanding these techniques, their implementation, and their implications can inform ethical game design practices. It can also stimulate critical conversations about the role of psychological manipulation in product design and the responsibilities that designers and developers bear in ensuring a balanced and fair gaming experience. It's essential that the gaming industry continually assesses these techniques' ethical implications to provide enjoyable, immersive, and ethical gaming experiences.
References:
Fogg, B. J. (2009). A behavior model for persuasive design. Proceedings of the 4th International Conference on Persuasive Technology - Persuasive '09. doi:10.1145/1541948.1541999.
Skinner, B. F. (1938). The Behavior of organisms: An experimental analysis. New York: Appleton-Century-Crofts.
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841-1848.
Cialdini, R. B. (2006). Influence: The psychology of persuasion. New York, NY: Harper Collins.
Arkes, H. R., & Blumer, C. (1985). The Psychology of Sunk Cost. Organizational Behavior and Human Decision Processes, 35(1), 124-140.
Zagal, J. P., & Deterding, S. (2018). Modes of Play: A Frame Analytic Account of Video Game Play. Games and Culture, 13(8), 854–877.
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI.
Consalvo, M. (2009). Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press.
Walz, S. P. (2010). Toward a Ludic Architecture: The Space of Play and Games. ETC Press.
Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268.
King, D., Delfabbro, P., & Griffiths, M. (2011). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 27(2), 193-213.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546.
Zeigarnik, B. (1927). Das Behalten erledigter und unerledigter Handlungen. Psychologische Forschung, 9, 1-85.
Hu, J., Gao, H., & Wang, Q. (2017). Examining digital cheating in video games from a moral perspective. Ethics and Information Technology, 19(4), 243–255.
Griffiths, M. D., & Nuyens, F. (2017). An overview of structural characteristics in problematic video game playing. Current Addiction Reports, 4(3), 272-283.
Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659.
Zhu, J., & Zhang, W. (2019). Arising of the ethical issues in the digital era of game industry. International Journal of Technology and Human Interaction, 15(1), 1-18.
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isjod · 2 years ago
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my friend asked me to make a waifu out of a lootbox and I am a woman of the people
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teslareferral · 2 years ago
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Hi friends, here’s my Tesla Referral Code for Free Supercharging, Accessories or Merch. Receive either a referral cash bonus or Loot Box credits.
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kwistowee · 9 months ago
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😍 SET IT UP (2018)
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guildfox2 · 7 months ago
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there needs to be a white flag backpack skin i can put on my wvw character that means like "i am a coward but i want to capture these ruins for an easy weekly achievement so if you could pretty please just let me do that real quick and maybe let me get out alive that would be great" bc every time i try to type that in chat i'm killed before i can finish typing
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badly-drawn-doflamingo · 4 months ago
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Happy Birthday, weirdos
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theowldogsguy · 9 months ago
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I like shotguns
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1-800-cuupid · 1 year ago
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we're doing loot boxes now guys. as an sl creator myself, these scummy ass sl creators coming to sims can really go suck a duck.
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miyku · 3 months ago
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burglars in the sims 4? reinventing the wheel I see I see……
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webshootersandwingdings · 7 months ago
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Marvel Future Revolution has really been out there bringing the best Carol Danvers suit selection of any game. Just imagine if they actually ever made a Captain Marvel game... the possibilities...
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