Loot Box

Opportunity Space

Video games have slowly evolved into a model where companies can maximize the life cycle of the game and maximize the amount of money that they can encourage their users to spend on it. Many of these methods of spending have mechanics that are very similar to gambling, and studies have shown that they are addictive on a similar level as participation in a casino. Our key stakeholders are adolescents. Parents and teachers are secondary stakeholders.  How might we educate adolescents on video game gambling mechanics?

Our Process

Interact with the prototype

Previous
Previous

MeetinVR

Next
Next

Wayback Machine