Loot Boxes in Mobile Games and Culture

For my A1 topic, I’ve created a mobile-friendly presentation about the prevalence of loot boxes in mobile games. I used keynote because it was easy to create from my phone, and I’ve been travelling in cars a lot lately so the mobile convenience was quite nice to have at my disposal.

This website does not allow for Keynote files to be uploaded, so I’ve linked a Google Drive folder below. If you have an Apple device, please use the Keynote file as the presentation was optimized and created using an iPhone. If you do not have an Apple device, please use the PowerPoint file instead.

https://drive.google.com/drive/folders/1nRgR81q6fIGLB9MQkQKf4YjtreHR1XDJ?usp=sharing


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One response to “Loot Boxes in Mobile Games and Culture”

  1. hasssae1

    Hi Liam,
    This was well-articulated, thank you.
    You did a nice job explaining the relevance of the topic to the educational context and how there could potentially be some sort of correlation between children who buy loot boxes and those who develop gambling addictions. My question for you is around the existing literature; did you find any recent articles/research that would support the hypothesis that these two elements (purchasing loot boxes and propensity to gamble) could have some sort of relationship? It would be interesting to read more about this topic. Thank you.


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