Background and Aims Loot boxes are items in video games that may be bought for real‐world money but provide randomized rewards. Formal similarities between loot boxes and gambling have led to concerns that they may provide a ‘gateway’ to gambling amongst children. However, the availability of loot boxes is unclear. This study aimed to determine what proportion of top‐grossing video games contained loot boxes, and how many of those games were available to children. Design, setting and cases Survey of the 100 top‐grossing games on both the Google Play store and the Apple App store, and the top 50 most‐played games on Steam according to the data aggregator SteamSpy. Measurements The prevalence of loot boxes was measured for each platform outlined above, split by age rating. Findings A total of 58.0% of the top games on the Google Play store contained loot boxes, 59.0% of the top iPhone games contained loot boxes and 36.0% of the top games on the Steam store contained loot boxes; 93.1% of the Android games that featured loot boxes and 94.9% of the iPhone games that featured loot boxes were deemed suitable for children aged 12+. Age ratings were more conservative for desktop games. Only 38.8% of desktop games that featured loot boxes were available to children aged 12+. Conclusions Loot boxes appear to be prevalent in video games that are deemed suitable for children, especially on mobile platforms.
It is well known that the appearance of food, particularly its color, can influence flavor perception and identification. However, food studies involving the manipulation of product color face inevitable limitations, from extrinsic flavors introduced by food coloring to the cost in development time and resources in order to produce different product variants. One solution lies in modern virtual reality (VR) technology, which has become increasingly accessible, sophisticated, and widespread over the past years. In the present study, we investigated whether making a coffee look milkier in a VR environment can alter its perceived flavor and liking. Thirty-two United Kingdom (UK) consumers were given four samples of black cold brew coffee at 4 and 8% sucrose concentration. They wore VR headsets throughout the study and viewed the same coffee in a virtual setting. The color of the beverage was manipulated in VR, such that participants saw either a dark brown or light brown liquid as they sipped the coffee. A full factorial design was used so that each participant tasted each sweetness x color combination, Participants reported sweetness, creaminess, and liking for each sample. Results revealed that beverage color as viewed in VR significantly influenced perceived creaminess, with the light brown coffee rated to be creamier than dark brown coffee. However, beverage color did not influence perceived sweetness or liking. The present study supports the role of VR as a means of conducting food perception studies, either to gain a better understanding of multisensory integration, or, from an industry perspective, to enable rapid product testing when it may be time-intensive or costly to produce the same range of products in the real-world. Furthermore, it opens potential future opportunities for VR to promote healthy eating behavior by manipulating the visual appearance of foods.
Response to Xiao et al.: If everything is a loot box, nothing is In our article [1], we attempted to map the prevalence of loot boxes in digital storefronts. Xiao et al. [2] replicate this work and thus provide a thought-provoking and useful update. While both studies are broadly in agreement, there are several situations where both research teams have independently analysed a single game but come to different conclusions about the presence of loot boxes in that game. Xiao et al.
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