Loot Boxes and Gambling Concerns

Loot Boxes and Gambling Concerns

Assessment

Interactive Video

Other

9th - 12th Grade

Hard

Created by

Jackson Turner

FREE Resource

The video discusses the evolution of video game sales models from one-time purchases to continuous payment systems, highlighting the rise of microtransactions and their profitability. It explores psychological strategies used by game developers to encourage spending, such as loss aversion and dopamine-driven rewards. The video also addresses concerns about loot boxes and their link to gambling, emphasizing the need for consumer awareness and protection, especially for children.

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the total amount the narrator realized they had spent on World of Warcraft over the years?

$1500

$500

$350

$1000

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main reason the free-to-play model became popular among game developers?

It captures a large audience for potential advertising and sales.

It limits the number of players who can access the game.

It reduces the cost of game development.

It allows players to own the game permanently.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which psychological concept explains why players spend more to avoid losing in games?

Variable rate enforcement

Dopamine rush

Loss aversion

Impulse buying

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a common strategy used by game developers to keep players spending money?

Offering free game downloads.

Limiting game access to certain hours.

Creating open-ended and addictive games.

Providing unlimited in-game currency.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a loot box in the context of video games?

A box that players can buy with real money for extra lives.

A mystery box that may contain rare or common items.

A box that provides a new level in the game.

A box that contains guaranteed valuable items.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What percentage of players were responsible for almost half of all spending on mobile game microtransactions in 2016?

1%

0.19%

10%

50%

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one of the main concerns about loot boxes in video games?

They are too expensive for most players.

They are only available in certain countries.

They are considered a form of gambling.

They provide too many rewards.

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