A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena

dc.contributor.authorMattinen Topias
dc.contributor.authorMacey Joseph
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=median, musiikin ja taiteen tutkimus|en=Art History, Musicology and Media Studies|
dc.contributor.organization-code1.2.246.10.2458963.20.53191015055
dc.converis.publication-id181918439
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/181918439
dc.date.accessioned2025-08-28T02:29:20Z
dc.date.available2025-08-28T02:29:20Z
dc.description.abstract<p>The convergence of gaming and gambling, known as "gamblification", has been a topic of increasing interest in recent years. Loot boxes, i.e., rewards ofering randomized content in exchange for money or time, have been a particular focal point. Research has shown links between excessive loot box consumption and problematic consumption behaviors, leading to several atempts to regulate loot boxes. Arguments against regulation have been that loot boxes are conceptually and structurally akin to other unregulated game formats, such as collectible card games. However, this discourse is oven without deeper analysis of the mechanics of diferent products at the center of convergence. |erefore, to add to this knowledge, this article examines the similarities and diferences between booster packs in Magic Arena, their physical counterparts in Magic: |e Gathering, and loot boxes included in digital games. Particular atention is paid to the ways in which these booster packs compare to loot boxes in terms of consumption paterns, visual appearance, contextual factors, and regulation. Analysis reveals that digital booster packs in Magic Arena difer from both loot boxes and physical card packs, both due to their direct impact on gameplay, and their unique features aforded by the digital environment in which they exist.</p>
dc.format.pagerange721
dc.format.pagerange747
dc.identifier.jour-issn2573-0142
dc.identifier.olddbid209178
dc.identifier.oldhandle10024/192205
dc.identifier.urihttps://www.utupub.fi/handle/11111/39688
dc.identifier.urlhttps://doi.org/10.1145/3611047
dc.identifier.urnURN:NBN:fi-fe2025082792276
dc.language.isoen
dc.okm.affiliatedauthorMacey, Joseph
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherAssociation for Computing Machinery
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumber401
dc.relation.doi10.1145/3611047
dc.relation.ispartofjournalProceedings of the ACM on Human-Computer Interaction
dc.relation.issueCHI PLAY
dc.relation.volume7
dc.source.identifierhttps://www.utupub.fi/handle/10024/192205
dc.titleA Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena
dc.year.issued2023

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