Loot Box
Opportunity Space
Video games have slowly evolved into a model where companies can maximize the life cycle of the game and maximize the amount of money that they can encourage their users to spend on it. Many of these methods of spending have mechanics that are very similar to gambling, and studies have shown that they are addictive on a similar level as participation in a casino. Our key stakeholders are adolescents. Parents and teachers are secondary stakeholders. How might we educate adolescents on video game gambling mechanics?
Our Process
Interact with the prototype
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We initially identified parents, teachers, and youth aged 10-17 as stakeholders. To better understand their perspectives, we conducted immersive experiences and empathy research, including observing gaming with microtransactions, joining a parent Facebook group, playing Oregon Trail, simulating addiction withdrawal, online clothing purchases, and interviewing stakeholders. Interviews included a member of Ball State's E-sports team, a parent of a gamer, and a middle school teacher. Limited secondary research informed our project, focusing on the harmful effects of early gambling.
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Our design solutions evolved throughout the semester. Initially, we planned teacher-led lessons followed by AR experiences and weekly newsletters for parents, but we abandoned the newsletter idea due to low expected engagement.
During co-creation, alternative prototypes emerged, such as in-class board game activities for students to understand gambling mechanics.
Participants created various prototypes, including low-tech and high-tech options for students to engage with virtual loot boxes. Another prototype featured a store and tiered loot box system, with students documenting and reflecting on their experiences afterward.
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Following co-creation sessions, we focused our mid-fidelity prototype on an AR in-class activity app. It prompts students to identify video games and gambling mechanics using printed QR codes. Multiple-choice prompts guide students, with explanations provided. Students send their scores to their teacher for grading, completing the educational "assignment" loop.