Future Loot Box: Difference between revisions
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== SI17 Productive Play == | == SI17 Productive Play == | ||
=== One sentence loot boxes === | |||
* Loot box with ideas to subvert the loot box | |||
* A loot box that brings out a random theory/ideology connected to gamification and explains it in a fun way | * A loot box that brings out a random theory/ideology connected to gamification and explains it in a fun way | ||
* Loot box with lyrics inside, each box brings one song and when you open it you can go at a karaoke webpage and sing it | * Loot box with lyrics inside, each box brings one song and when you open it you can go at a karaoke webpage and sing it |
Revision as of 20:28, 1 February 2022
SI17 Productive Play
One sentence loot boxes
- Loot box with ideas to subvert the loot box
- A loot box that brings out a random theory/ideology connected to gamification and explains it in a fun way
- Loot box with lyrics inside, each box brings one song and when you open it you can go at a karaoke webpage and sing it
Temporality of the loot box
The loot box implies a specific temporal dimension: the one of the instant rewarding. When a player opens the loot box she receives an immediate feedback. Sometimes it is dress up with the aesthetic of the suspense, but this is just cosmetics and the built up climax often becomes just something unwanted that the user want (and even pay!) to skip.
In order to work with the idea of the loot box without re-enacting its toxic behavior and mechanics it could be interesting to hijack its temporality. By inflating the time between the purchasing and the result, we could create space for dig deeper in this complex and delicate topic.
Loot box
pay ●-->○ get
SI17 Loot Box
pay ●-----------things can happen here-------------->○ get
This approach could help us in filling the loot box (time) without falling for the same addictive schemes that the industry is implementing for exploiting the player.
(wip)