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DiGRA
This paper argues that video game gambling is sustained not only by its mechanical design but by the social and infrastructural systems surrounding it, and it proposes a "gamblification matrix" to map these relationships. The author builds on existing research into player motivations for loot boxes and in-app purchases, organising gambling-like features along three axes: public versus private engagement, internal versus external sources of desirability, and tangible versus intangible rewards. The central contention is that mechanics such as loot boxes, blind bags, gacha systems, skin gambling and esports betting become normalised through community sharing, near-miss discussion and social recognition, which together perpetuate engagement and sunk-cost behaviour.
The framework is illustrated primarily through a conceptual analysis of loot boxes, using examples from titles such as Overwatch and Kingshot. The author observes that rare drops are often publicised by games or shared across social media, that loot boxes are typically tangible within the game world but rarely convertible to real-world value except through skin gambling and account sales, and that their appeal is sustained by a cycle of shared successes and near-misses. The matrix is presented as a tool for linking developers, gameplay environments, players and off-platform social ecosystems, highlighting the interdependence of actors that can together produce gambling-related harm.
The paper is explicitly exploratory and acknowledges its limits: the matrix is demonstrated through a single rudimentary example rather than systematic empirical testing, and no survey sample or dataset is reported. The work is situated within UK policy debates on loot boxes and children's games, and draws on academic literature from gambling and game studies, including reviews by Greer et al. and research on young people's motivations. The author concludes that future research should more thoroughly examine the specific roles of different actors and how they shape the functioning of individual gambling mechanics.
DiGRA · 2026