Loot boxes in the video game industry: digital capitalism, psychosocial risks, and socio-educational responses 288 161

Authors

DOI:

https://doi.org/10.51896/easc.v4i1.1240

Keywords:

Video games, Cultural Industry, Digital Education, Loot boxes, Gambling, Digital Capitalism, Microtransactions

Abstract

Over recent decades, the video game industry has undergone a profound structural transformation associated with the expansion of digital capitalism and the consolidation of continuous monetisation models. Within this context, loot boxes have emerged as one of the most widespread mechanisms, prompting significant ethical, social, and legal debate due to their structural similarities to gambling and their potential influence on players’ behaviour. This article presents a psychosocial analysis of the phenomenon based on a documentary review of recent scientific literature. It explores their historical development, their position within the political economy of digital leisure, the available empirical evidence concerning psychosocial risks, and the regulatory responses that have begun to emerge. In addition, it advances a critique of the logic of unlimited profit that enables their normalisation in the absence of effective regulation, while proposing an alternative approach grounded in digital literacy, informational transparency, and education for responsible use. The findings indicate that loot boxes function as a paradigmatic mechanism of value extraction in digital environments and as a means of reproducing broader capitalist dynamics, carrying significant implications for consumer protection, particularly in relation to minors. The article concludes by outlining the role that public policy should assume through the combined use of regulatory measures and socio-educational strategies to address this phenomenon in a comprehensive manner, avoiding processes of stigmatisation and negative framing.

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Published

2026-05-30

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Artículos

How to Cite

Fernández Piedra, D., Gallego Granero, E., Gonzalo Mier, G., & de la Vega Moreno, B. (2026). Loot boxes in the video game industry: digital capitalism, psychosocial risks, and socio-educational responses. Revista Internacional de Educación Y Análisis Social Crítico Mañé, Ferrer & Swartz, 4(1), 413-448. https://doi.org/10.51896/easc.v4i1.1240