Despite backlash, loot boxes could be essential to gaming’s future

With everyone controversy, studyAnd international regulation With the advent of randomized loot boxes in video games these days, you'd think that the practice of charging players for the chance to receive unknown in-game items might be cut down dramatically. In contrast, one analyst believes spending on loot boxes will grow more than 62 percent over the next four years and become part of a $47 billion industry. By then, loot boxes will account for more than 29 percent of all digital game spending, up from just under 25 percent now, the analyst said.

IN recently published global gaming market forecastJuniper Research admits that developers are “effectively encouraging a form of in-game gambling” through loot boxes and are using this addictive potential to “extend the lifecycle of games and capture the attention of their audiences.” Such unconventional methods of making money are a practical necessity for developers struggling with rising costs and stagnant or declining initial game prices, Juniper said.

“As new technologies and standards come into play, costs are constantly rising, but game prices, especially in the console industry, have remained relatively stable, leading developers to look for new ways to monetize their products,” Juniper analyst Lauren Foy told Ars. “So it makes sense that the loot box mechanic that has proven so successful in games like CS:GO And PUBGwill see integration into new, upcoming games.”

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