As loot boxes na indústria dos videojogos: capitalismo digital, riscos psicossociais e respostas socioeducativas 288 161

Autores

DOI:

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

Palavras-chave:

Videojogos, Indústria cultural, Educação digital, Loot boxes, Gambling, Capitalismo digital, Microtransações

Resumo

Nas últimas décadas, a indústria do videojogo tem passado por uma transformação estrutural ligada à expansão do capitalismo digital e à consolidação de modelos de monetização contínua. Entre eles, as loot boxes tornaram-se um dos mecanismos mais difundidos, gerando um intenso debate ético, social e jurídico devido à sua semelhança estrutural com os jogos de azar e aos seus possíveis efeitos no comportamento das pessoas jogadoras. O presente artigo propõe uma análise psicossocial deste fenómeno através de uma revisão documental da literatura científica recente. Nele, examina-se tanto a sua evolução histórica como a sua inserção na economia política do lazer digital, as evidências empíricas sobre riscos psicossociais e as respostas regulatórias emergentes. Além disso, apresenta-se uma crítica à lógica do lucro ilimitado que favorece a sua normalização sem regulação efetiva, propondo uma alternativa centrada na literacia digital, na transparência informativa e na educação para um uso responsável. Os resultados mostram como as loot boxes constituem um dispositivo paradigmático de extração de valor em ambientes digitais e de reprodução de lógicas capitalistas, com implicações relevantes para a proteção dos consumidores, em especial dos menores. Como conclusão, destaca-se o papel que ases políticas públicas devem desempenhar, combinando regulação e estratégias socioeducativas para abordar este fenómeno de forma abrangente, evitando estigmas e enquadramentos negativizantes.

Referências

Abbott, M. (2020). The changing epidemiology of gambling disorder and gambling-related harm: Public health implications. Public Health, 184, 41–45. https://doi.org/10.1016/j.puhe.2020.04.003

Aonso, G., García, Á. & Krotter, A. (2025). Impact of Spanish gambling regulations on online gambling behavior and marketing strategies. Harm Reduction Journal, 22, 107. https://doi.org/10.1186/s12954-025-01219-7

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Brunt, T. M., Nagy, C., Bücheli, A., Martins, D., Ugarte, M., Beduwe, C., Ventura, M., & van den Brink, W. (2017). Drug testing in Europe: Monitoring results of the Trans European Drug Information (TEDI) project. Drug Testing and Analysis, 9(2), 188–198. https://doi.org/10.1002/dta.1954

Belli, S. (2024). Explorando las emociones: nuevas perspectivas de investigación. Tirant lo Blanch.

Calado, F., & Griffiths, M. D. (2016). Problem gambling worldwide: An update and systematic review of empirical research (2000–2015). Journal of Behavioral Addictions, 5(4), 592–613. https://doi.org/10.1556/2006.5.2016.073

Cordes, S., Dertwinkel-Kalt, M., & Werner, T. (2024). What drives demand for loot boxes? An experimental study. Journal of Economic Behavior & Organization, 228, 106755. https://doi.org/10.1016/j.jebo.2024.106755

Couldry, N., & Mejias, U. A. (2019). The costs of connection: How data is colonizing human life and appropriating it for capitalism. Stanford University Press. https://doi.org/10.1515/9781503609754

DeCamp, W., & Daly, K. (2023). Loot box consumption by adolescents before and after pandemic lockdown. PeerJ, 11, e15287. https://doi.org/10.7717/peerj.15287

Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2, 530–532. https://doi.org/10.1038/s41562-018-0360-1

Drummond, A., Sauer, J. D., Hall, L. C., Zendle, D., & Loudon, M. R. (2020). Why loot boxes could be regulated as gambling. Nature Human Behaviour, 4, 986–988. https://doi.org/10.1038/s41562-020-0900-3

Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1

Fernández, D., Gallego, E., & de la Vega, B. (2022). Energy Control: reflexiones teóricas sobre un programa español de reducción de riesgos, desde el paradigma de la biopolítica. Cultura y Droga, 27(33), 42-61. https://doi.org/10.17151/culdr.2022.27.33.3

Fernández, D., Gallego, E., & Hontoria, P. (2023). Sumisión química en mujeres y sus representaciones en medios de comunicación españoles. Cuicuilco. Revista de Ciencias Antropológicas, 30(88), 241-266. https://www.redalyc.org/articulo.oa?id=529577373012

Fernández, D., Hontoria, P., Navarro, J., Vidal, C., & de la Vega Moreno, B. (2025). De problema de drogas a problemática en drogas. Por una conceptualización coherente en el ámbito de las adicciones. Revista Internacional de Educación y Análisis Social Crítico Mañé, Ferrer & Swartz, 3(1), 170–210. https://doi.org/10.51896/easc.v3i1.884

Fernández, D., Navarro, J., Vidal, C., & de la Vega, B. (2024). Energy Control: más de 25 años rompiendo con la prohibición del consumo de drogas. Revista Internacional de Educación y Análisis Social Crítico Mañé, Ferrer & Swartz, 2(1), 204–249. https://doi.org/10.51896/easc.v2i1.542

Grant, M. J., & Booth, A. (2009). A typology of reviews: an analysis of 14 review types and associated methodologies. Health information and libraries journal, 26(2), 91-108. https://doi.org/10.1111/j.1471-1842.2009.00848.x

Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https://doi.org/10.1080/14659890500114359

Griffiths, M. D. (2019). Loot box buying among adolescent gamers: A cause for concern? Education and Health, 37(3), 63–66. https://irep.ntu.ac.uk/id/eprint/38055

Gutiérrez-Manjón, S., Gómez-García, S., & Bonales-Daimiel, G. (2026). Diseño para la monetización: una taxonomía de patrones oscuros en los videojuegos GaaS de mayor recaudación. Trípodes , (59), 05. https://doi.org/10.51698/tripodos.2026.59.05

Hernández, R., Fernández, C., & Baptista, P. (2014). Metodología de la investigación (6.ª ed.). McGraw-Hill.

King, D. L., & Delfabbro, P. H. (2018). Predatory monetization schemes in video games (e.g., loot boxes) and internet gaming disorder. Addiction, 113(11), 1967–1969. https://doi.org/10.1111/add.14286

King, D. L., & Delfabbro, P. H. (2019). Video game monetization (e.g., “loot boxes”): A blueprint for practical social responsibility measures. International Journal of Mental Health and Addiction, 17, 166–179. https://doi.org/10.1007/s11469-018-0009-3

Larche, C. J., Chini, K., Lee, C., Dixon, M. J., & Fernandes, M. (2021). Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes. Journal of Gambling Studies, 37(1), 141–163. https://doi.org/10.1007/s10899-019-09913-5

Livingstone, S., & Helsper, E. (2008). Parental mediation of children’s internet use. Journal of Broadcasting & Electronic Media, 52(4), 581–599. https://doi.org/10.1080/08838150802437396

Lundy, T., Raman, N., Fu, H., & Leyton-Brown, K. (2023). Pay to (Not) Play: Monetizing impatience in mobile games. arXiv. https://arxiv.org/abs/2312.10205

Marionneau, V., Ruohio, H., & Karlsson, N. (2023). Gambling harm prevention and harm reduction in online environments: A call for action. Harm Reduction Journal, 20, 92. https://doi.org/10.1186/s12954-023-00828-4

Marlatt, G. A. (1996). Harm reduction: Come as you are. Addictive Behaviors, 21(6), 779–788. https://doi.org/10.1016/0306-4603(96)00042-1

Nieborg, D. B., & Poell, T. (2018). The platformization of cultural production: Theorizing the contingent cultural commodity. New Media & Society, 20(11), 4275–4292. https://doi.org/10.1177/1461444818769694

Nielsen, R. K., & Grabarczyk, P. (2019). Are loot boxes gambling? Random reward mechanisms in video games. Transactions of the Digital Games Research Association, 4(3). https://doi.org/10.26503/todigra.v4i3.104

Petrovskaya, E., & Zendle, D. (2022). Predatory monetization? A categorization of unfair, deceptive, and aggressive monetization techniques in digital games from the player’s perspective. Journal of Business Ethics, 181, 1065–1081. https://doi.org/10.1007/s10551-021-04970-6

Rhodes, T. (2009). Risk environments and drug harms: A social science for harm reduction approach. International Journal of Drug Policy, 20(3), 193–201. https://doi.org/10.1016/j.drugpo.2008.10.003

Torraco, R. J. (2005). Cómo escribir revisiones bibliográficas integradoras: pautas y ejemplos. Human Resource Development Review, 4(3), 356-367. https://doi.org/10.1177/1534484305278283

Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039

Srnicek, N. (2017). The challenges of platform capitalism: Understanding the logic of a new business model. Juncture, 23, 254-257. https://doi.org/10.1111/newe.12023

Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. Yale University Press.

Terry, G., Hayfield, N., Clarke, V., & Braun, V. (2017). Thematic analysis. En C. Willig & W. Stainton Rogers (Eds.), The SAGE handbook of qualitative research in psychology (2.ª ed., pp. 17-37). SAGE. https://doi.org/10.4135/9781526405555.n2

Veiga, E., Silva, N., Gadelha, B., Oliveira, H., & Conte, T. (2025). Dark patterns in games: An empirical study of their harmfulness. En J. Filipe, M. Smialk, A. Brodsky, & S. Hammoudi (Eds.), Proceedings of the 27th International Conference on Enterprise Information Systems (pp. 470-481). https://doi.org/10.5220/0013365800003929

Wardle, H., & Zendle, D. (2021). Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey. Cyberpsychology, Behavior, and Social Networking, 24(4), 267- 274. https://doi.org/10.1089/cyber.2020.0299

Xiao, L. Y. (2021). Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach. Interactive Entertainment Law Review, 4(1), 27–47. https://doi.org/10.4337/ielr.2021.01.02

Xiao, L. Y., Henderson, L. L., & Newall, P. W. S. (2023). What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation. PLoS ONE, 18(9), e0286681. https://doi.org/10.1371/journal.pone.0286681

Zhang, L., Shao, Z., Li, X., & Feng, Y. (2021). Gamification and online impulse buying: The moderating effect of gender and age. International Journal of Information Management, 61, 102267. https://doi.org/10.1016/j.ijinfomgt.2020.102267

Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling. PLOS ONE, 13(11), e0206767. https://doi.org/10.1371/journal.pone.0206767

Zuboff, S. (2019). The age of surveillance capitalism. Profile Books.

Publicado

2026-05-30

Edição

Seção

Artículos

Como Citar

Fernández Piedra, D., Gallego Granero, E., Gonzalo Mier, G., & de la Vega Moreno, B. (2026). As loot boxes na indústria dos videojogos: capitalismo digital, riscos psicossociais e respostas socioeducativas. Revista Internacional de Educación y Análisis Social Crítico Mañé, Ferrer & Swartz, 4(1), 413-448. https://doi.org/10.51896/easc.v4i1.1240