Loot Box Pricing and Design

Author:

Chen Ningyuan1ORCID,Elmachtoub Adam N.2ORCID,Hamilton Michael L.3ORCID,Lei Xiao4ORCID

Affiliation:

1. Rotman School of Management, University of Toronto, Toronto, Ontario M5S 3E6, Canada;

2. Department of Industrial Engineering and Operations Research and Data Science Institute, Columbia University, New York, New York 10027;

3. Katz Graduate School of Business, University of Pittsburgh, Pittsburgh, Pennsylvania 15260;

4. Department of Industrial Engineering and Operations Research, Columbia University, New York, New York 10027

Abstract

In the online video game industry, a significant portion of the revenue is generated from microtransactions, where a small amount of real-world currency is exchanged for virtual items to be used in the game. One popular way to conduct microtransactions is via a loot box, which is a random allocation of virtual items whose contents are not revealed until after purchase. In this work, we consider how to optimally price and design loot boxes from the perspective of a revenue-maximizing video game company and analyze customer surplus under such selling strategies. Our paper provides the first formal treatment of loot boxes, with the aim to provide customers, companies, and regulatory bodies with insights into this popular selling strategy. We consider two types of loot boxes: a traditional one where customers can receive (unwanted) duplicates and a unique one where customers are guaranteed to never receive duplicates. We show that as the number of virtual items grows large, the unique box strategy is asymptotically optimal among all possible strategies, whereas the traditional box strategy only garners 36.7% of the optimal revenue. On the other hand, the unique box strategy leaves almost zero customer surplus, whereas the traditional box strategy leaves positive surplus. Further, when designing traditional and unique loot boxes, we show it is asymptotically optimal to allocate the items uniformly, even when the item valuation distributions are heterogeneous. We also show that, when the seller purposely misrepresents the allocation probabilities, their revenue may increase significantly, and thus, strict regulation is needed. Finally, we show that, even if the seller allows customers to salvage unwanted items, then the customer surplus can only increase by at most 1.4%. This paper was accepted by Victor Martinez-de-Albeniz, operations management.

Publisher

Institute for Operations Research and the Management Sciences (INFORMS)

Subject

Management Science and Operations Research,Strategy and Management

Cited by 18 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Pay-to-play versus hybrid bundling for digital game platforms in digital decarbonization era;Annals of Operations Research;2024-09-14

2. Optimizing for strategy diversity in the design of video games;Mathematical Programming;2024-08-08

3. Lootbox Ético? Uma proposta para diminuir o risco de vício;Anais do LI Seminário Integrado de Software e Hardware (SEMISH 2024);2024-07-21

4. Selling Bonus Actions in Video Games;Management Science;2024-06-10

5. Designing Loot Boxes: Implications for Profits and Welfare;Marketing Science;2024-05-07

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