gambler’s fallacy

How video game lockboxes use psychology to manipulate you

We here at Massively OP can’t get rid of lockboxes, but by gum, we’re not going to roll over and give up on fighting them. At the very least, we can help to educate the gaming public about the insidious nature of these gambleboxes.

In that spirit, we want to share this post on the psychology of lockboxes and gambling and how both casinos and video game studios use the same techniques to manipulate players into spending far more than they ever should. There are five tricks listed: the gambler’s falacy, the sunk costs effect, the availability heuristic, the illusion of control, and the near-miss illusion.

“Casinos long ago discovered that if they let a player make some kind of meaningless choice or tap a button to potentially ‘nudge’ a slot machine reel into a winning position, they would love it and gamble more,” author Jamie Madigan notes. “Even when the odds of winning are held constant. You could totally do this with loot boxes, too. Instead of clicking on a loot box to open it, let them choose between three boxes, all of which in reality have the same contents.”

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