A Welfare Analysis of Gambling in Video Games

Working Paper: CEPR ID: DP17939

Authors: Tomomichi Amano; Andrey Simonov

Abstract: In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Loot boxes are contentious. Regulators argue they constitute gambling, while game producers maintain they complement gameplay. In a prototypical mobile puzzle game we show that gameplay complementarity accounts only for 3% of loot box value for high-spending players. In contrast, the majority of players open loot boxes predominantly for gameplay complementarity. The company designs the game trading off revenue from high-spending players and engagement from other players. Our estimates challenge a debated blanket ban on loot boxes and support spending caps.

Keywords: Product Design; Lotteries; Gambling; Dynamic Demand Models; Video Games

JEL Codes: D12; D18; D61; D91; L82; L83; M31; M38


Causal Claims Network Graph

Edges that are evidenced by causal inference methods are in orange, and the rest are in light blue.


Causal Claims

CauseEffect
high-spending players (whales) (L83)direct thrill utility from loot boxes (H27)
spending caps on loot boxes (H27)player welfare for non-whales (Z22)
blanket ban on loot boxes (H27)consumer surplus for non-whales (D69)
behavioral biases (self-control problems) (D91)impulsive consumption patterns in whales (E21)
loot box value (D46)implications for regulation and product design (G18)
functional value of loot boxes (D16)players' likelihood to open loot boxes when losing a game stage (C73)
players' inventory states (P31)players' tastes for loot boxes (C72)
timing of loot box openings (C41)players' tastes for loot boxes (C72)

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