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Decision Support Systems 144 (2021) 113508

Contents lists available at ScienceDirect

Decision Support Systems


journal homepage: www.elsevier.com/locate/dss

Bringing transparency and trustworthiness to loot boxes with blockchain


and smart contracts
Arthur Carvalho *
Farmer School of Business, Miami University, Oxford, OH, United States

A R T I C L E I N F O A B S T R A C T

Keywords: The ever-increasing reliance on loot boxes by the video game industry has attracted scrutiny from consumer
Blockchain groups and regulators. For example, this practice of selling random assortments of virtual items for a price has
Design science been criticized for its lack of transparency since, before purchasing a loot box, players do not necessarily know the
Ethereum
possible items they can win and the associated probabilities. Even in the rare cases when the list of items and
Loot boxes
Online video games
probabilities are available, there are no guarantees that a game is actually using that information when randomly
Smart contracts drawing an item, which naturally results in a trust problem. We draw from decision theory to explain the
transparency and trust issues faced by loot boxes, and from a recently proposed decision model by Pedersen et al.
(2019) to motivate the use of blockchain technology in this context. Following the design science research
framework (Peffers et al., 2007), we then explain how loot boxes can be coded as smart contracts running on a
blockchain network, and why this solution effectively tackles the transparency and trust problems we mentioned
above. We illustrate the use of the proposed smart contract by developing a decentralized application (DApp)
that mimics the process of purchasing and opening a loot box. We carefully analyze our solution by considering
its computational complexity, accuracy, security, and cost aspects. We further discuss topics related to gover­
nance and deployment so as to help the video game industry with a potential real-life implementation of our
solution.

1. Introduction trustworthiness. Issues related to psychological manipulations have also


been raised. The propensity of players to continue gaming and pur­
Loot box is a term used in the video game industry to describe certain chasing loot boxes is considered by many psychologically akin to
in-game rewards that contain a random assortment of virtual items. gambling [12,16,28,35,36]. This is especially troubling for minors since
Among other motivational factors, these items can help a player to adolescents tend to have poorer impulse control than adults, which
further progress in a game and/or be used to customize a game avatar. potentially increases their vulnerability to gambling mechanics and
Players often purchase loot boxes using virtual currencies that might be behaviors [27]. It has indeed been suggested that there exists a link
earned within the game or bought with real money. As a consequence, between loot box engagement and gambling problems among adoles­
loot boxes have been a strong and robust source of revenue for game cents [26,37]. As we elaborate on later, the use of loot boxes as a major
developers. For example, in the case of Activision Blizzard, a US-based revenue generation strategy has also become a matter of concern among
gaming company, approximately 56% of its revenue of US$7.16 regulatory bodies.
billion came from “in-game net bookings” in 2017, which covers loot Despite the growing concerns and impending regulatory actions
boxes and other in-app purchases [1]. against loot boxes, their use has continued to increase. In fact, reports
Because the content of a loot box is randomly generated, finding rare suggest that if not precluded by stringent regulations, loot boxes are set
and valuable items is often expensive for players and lucrative for game to drive the online gaming market to US$160 billion by 2022 since, as a
developers since, oftentimes, players cannot be certain about the content report by Juniper Research suggests, “by monetising the random genera­
of the loot boxes or the probability of finding the items they hope to tion of items, developers are effectively encouraging a form of in-game
acquire. The gaming industry, therefore, has been heavily criticized for gambling, extending both the lifecycle and engagement of games titles to
indulging in such business practices that lack in transparency and their audience.” [18]. However, because of concerns surrounding loot

* Corresponding author.
E-mail address: arthur.carvalho@miamioh.edu.

https://doi.org/10.1016/j.dss.2021.113508
Received 9 July 2020; Received in revised form 8 December 2020; Accepted 19 January 2021
Available online 26 January 2021
0167-9236/© 2021 Elsevier B.V. All rights reserved.
A. Carvalho Decision Support Systems 144 (2021) 113508

boxes’ transparency and trustworthiness aspects, and the looming reg­ conclude in Section 7.
ulatory restrictions, some important alterations to loot box-driven dig­
ital business strategies and practices may be inevitable. 2. Problem identification & motivation
Against this backdrop, our research objective is to redesign loot box
mechanisms so as to make them transparent and trustworthy. At the The first step in the design science research framework is to both
core, our solution represents a loot box mechanism as a smart contract, “define the specific research problem and justify the value of a solution”
thus enabling a video game to invoke computational functions that are ([31], page 52). The two main problems we identify with current
executed in tandem by computational devices (nodes) in a blockchain practices involving loot boxes are the lack of transparency and trust­
network. Each smart contract stores a list of predefined items and worthiness. Specifically, loot boxes are not always transparent in that the
probabilities. The smart contract also has a draw-item function, where potential items a player can be awarded with as well as the corre­
the input is the identifier of a player (e.g., a screen name) and the output sponding probabilities are not necessarily available before the purchase
is a single item randomly drawn from the list of items. Not only is the of a loot box. Even when the probabilities and potential items are
code of the smart contract stored by the nodes of the blockchain available, there is no guarantee that the video game’s randomization
network, but also is any function call together with the associated inputs mechanism actually uses that information in practice. For example, a
and outputs. By using a public blockchain, anyone can at any time video game might display the probability 0.1 for a specific item, but then
visualize the code of the smart contract, the list of items and probabil­ internally set that value to 0 when randomly drawing an item. This
ities, as well as the input and output for any function call. This allows naturally leads to trust issues.1
players to verify whether the randomization mechanism is behaving One can solve the above-mentioned trust issue by, for example,
appropriately. inspecting a video game’s source code or by statistically analyzing
We underscore that our proposed solution is transparent in a sense several items obtained from similar loot boxes. We argue that these
that a player has access to the list of items and probabilities inside the solutions are not feasible since the source code of video games are
smart contract before the purchase of the underlying loot box. Regarding traditionally closed. Moreover, a statistical analysis of the collected
trustworthiness, instead of trusting one central entity (i.e., the game), items requires several purchases of the same loot box and/or coordi­
trust in our solution is achieved by sharing transaction data across a nation among many buyers. One can frame the latter approach as a
large network of untrusted nodes controlled neither by players nor by wisdom-of-crowds trust verification method. The practical challenges
game developers. Cryptographic primitives make the data storage with such an approach are insurmountable since several players have to
immutable because, computationally speaking, it is prohibitively coordinate simultaneous purchases of the same loot box and report the
expensive to change the data in the blockchain, i.e., once deployed to the outcomes to an entity that shall then perform a statistical analysis.
blockchain, the code of the smart contract representing a loot box and Clearly, the validity of such an analysis is dependent on whether players
the inputs and outputs of function calls become virtually unchangeable. are behaving appropriately, i.e., that they are indeed reporting the items
This effectively makes blockchain an append-only, tamper-proof data they received honestly. Although there are techniques to incentivize
structure. Because each blockchain transaction is timestamped, a player honest reporting of private information [6], we argue that the extra
can know whether a transaction happened when it was supposed to complexity required to coordinate players and to create incentives as
happen, i.e., whether the game is indeed calling the smart contract. With well as the cost of buying several loot boxes to perform an ex-post
this solution, gaming companies can be more transparent and, thus, analysis result in a more burdensome and less efficient approach than
more compliant and arguably more ethical in their practices connected the technology-based trust verification process we suggest in this paper.
to loot boxes. In the extreme, when that does not happen, the player or As we discuss later, our solution to the transparency and trust issues
the appropriate regulatory body will have enough evidence to pursue an relies on disentangling the randomization mechanism from a video
individual, or even a class action, lawsuit against the company because game’s source code. In other words, the randomization code is executed
smart contracts are now starting to be considered valid legal contracts in by third-party computational devices whose manipulation is computa­
various geographical areas [10,19]. tionally intractable. The above said, our overarching research question
In terms of theoretical foundations, we draw from decision theory to is:
motivate our pursuit of transparency and trustworthiness in loot boxes. “How can one develop a loot box mechanism that is transparent and
In terms of methodology, we follow the design science research framework trustworthy?”
(DSRF) proposed by Peffers et al. [31]. This is illustrated by the orga­ In the next subsections, we further motivate the need for new loot
nization of the rest of this paper. After this introductory section, Section box mechanisms from two different perspectives, namely a legal view­
2 addresses the first step in the DSRF, namely problem identification and point and through the theoretical lens of decision theory.
the motivation for a solution, where we explain the transparency, trust,
and legal issues faced by loot boxes, and we draw from decision theory 2.1. Loot boxes, gambling behavior, & regulatory efforts
to explain the need for new loot box mechanisms. In Section 3, we define
the objectives for a solution, which is the second step in the DSRF. In that Loot box is a term used primarily in the video game industry to
section, after defining blockchain and smart contracts, we motivate the describe any type of digital container that randomly generates rewards.
suitability of blockchain-based loot boxes by following the decision Loot boxes play upon players’ desire to acquire the most sought-after
model proposed by Pedersen et al. [30]. In Section 4, we design and and prestigious in-game items, be they items that help with game pro­
develop a solution, which is the third step in the DSRF. In particular, we gression or cosmetic goods. Loot boxes often rely on game design and
introduce our main artifact, namely an algorithm that codes loot boxes gamification elements to lure players. For example, opening a loot box is
as smart contracts. We also discuss important issues concerning the traditionally accompanied by visuals (e.g., fireworks) and audios (e.g.,
design of our algorithm, such as computational complexity and (pseudo) drumrolls) to boost excitement. Artificial scarcity is another common
random number generation in blockchains. We demonstrate our solu­ element, where the items players can receive range from very common
tion in Section 5 (fourth step in the DSRF). Specifically, to highlight the to very rare [24]. This scarcity is oftentimes promoted when certain
features of our main artifact, we develop a decentralized application that items are only available for certain periods, thus creating the sense that
uses the Ethereum blockchain network and mimics the process of buying
and opening a loot box. In Section 6, we address the fifth step in the
DSRF by evaluating our solution in terms of accuracy, security, and cost. 1
See, for example, the thread “Nintendo, Sony, Microsoft to require loot box
We also discuss governance- and deployment-related topics aiming at odds disclosure” on Reddit (2019) [32] for a sample discussion about loot boxes
helping gaming companies to implement our solution. We finally and trust within a video-game community.

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players have to either get them now or never again. The combined sense Play Store requires that “apps offering mechanisms to receive randomized
of urgency and rarity can strongly influence consumers’ purchase de­ virtual items from a purchase (i.e. ‘loot boxes’) must clearly disclose the odds
cisions [21]. of receiving those items in advance of purchase” [20]. Following a similar
Although a rather common practice now, loot boxes have frequently path, the major console makers, namely Sony Interactive Entertainment,
received fierce criticism. For example, loot boxes that offer items that Nintendo, and Microsoft announced plans to roll out new policies that
can directly affect a player’s ability to compete with others have been will require games developed for their platforms to disclose information
criticized as “pay-to-win mechanisms.” These mechanisms are on the odds of obtaining virtual items from paid loot boxes [14].
commonly tied to game-design choices that promote and encourage As we stated above, banning loot boxes might hurt the video game
players to purchase loot boxes. Traditionally, video games have been industry. Consequently, players will also be affected since they will have
seen as “games of skill,” rather than “games of chance.” As such, they access to fewer games due to companies potentially going out of busi­
have escaped gambling-related regulations. More recently though, there ness. One can argue that the inclusion of loot boxes in (online) video
have been suggestions that loot boxes display many of the elements that games is justified due to a publisher’s ongoing cost concerning the
characterize gambling activities [12,23,33]. These findings have led to maintenance of the game servers. Moreover, loot boxes provide an extra
increasing legislative efforts concerning fair disclosure of information revenue source well after the release of a game. At the same time, the
and sales restriction on games containing loot boxes. For example, since issues regarding proper disclosure of information must be dealt with. We
2017, games sold in China must explicitly state the draw probability of argue that regulations mandating video games to display lists of items
all virtual items and services in loot boxes [29]. In 2018, a report by the and probabilities are not enough since there are no guarantees that the
Netherlands Gambling Authority found that loot boxes offering tradable video game is taking the displayed items/probabilities into account
items are illegal and, hence, the underlying games cannot be sold during the item-draw process. That said, we see our solution as being of
without an appropriate license [33]. Even for games that do not allow great value to the video game industry’s self-regulatory efforts since it
for the trade of winnable items, the Dutch entity stated that “... loot boxes provides provable guarantees that a video game is indeed using specific
could nevertheless foster the development of addiction, these games are at probabilities and items when randomly drawing items.
odds with the objective of preventing addiction to organised games as much as
possible.” [33]. A similar conclusion was also reached by the Belgium’s
Gaming Commission in a report released soon after the release of the 2.2. A decision theory perspective on loot boxes
Dutch report [23]. Within the United States, several legislative efforts
have been made at the state level. For example, separate bills were From a theoretical perspective, one can analyze loot boxes through
introduced in Hawaii’s and Minnesota’s state legislatures concerning the lens of decision theory. Consider a set of outcomes O =
new warning labels for games containing loot boxes and the prohibition {o1 , o2 , …, on }, where each outcome represents an item that can
of sales to young players. At the federal level, a bill titled “The Protecting potentially be part of a loot box. Each item oi is associated with a
Children from Abusive Games Act” was introduced in the United States probability value pi, for i ∈ {1, …, n}, which in turn describes the like­
Senate in 2019 to “ban loot boxes and pay-to-win microtransactions in lihood of a player receiving that particular item. Hence, ℙ = {p1, p2, …,
games played by minors.” pn} represents a probability distribution over the n potential items that
Another significant recent development was the loot box related can be in a loot box. Both O and ℙ can be known or unknown to a player
workshop hosted by the Federal Trade Commission (FTC) of the United before that player makes a decision on purchasing a loot box. When the
States in August 2020, when the issue of enforcement concerning the player purchases and “opens” the loot box, one item is randomly drawn
proper disclosure of items and probabilities was extensively discussed. from the set O. That said, using conventional notation from decision
For example, “panelists and some commenters expressed concern about the theory, a loot box L can be defined as a lottery: L =
transparency of loot box odds, particularly if a game uses dynamic odds that [o1 : p1 , o2 : p2 ,…, on : pn ].
may vary by player or time” [17]. Moreover, FTC “staff advises that The classic expected utility framework posits that the value a deci­
disclosure of loot box odds must be accurate and nonmisleading to avoid a sion maker (player) derives from a lottery ticket L is given by the
∑n
Section 5 violation.”2 [17]. In other words, game developers whose following equation: U(L) = i=1 pi × U(oi ), where the function U(⋅)
games’ loot boxes do not follow the reported probabilities when drawing represents the decision maker’s risk attitude, e.g., a convex function U(⋅)
items may face the risk of unfair business practices litigation. Within this implies that the decision maker is risk seeking, whereas a concave
context, the proposed solution in this paper provides a way of un­ function implies that the decision maker is risk averse. Knowing the
equivocally proving whether video games are indeed drawing items potential outcomes and probabilities, a player can then decide on
based on the disclosed probabilities. whether or not to purchase a specific loot box. For example, say that a
Besides governmental bodies, video-game associations are also loot box costs $1. Then, according to the expected utility framework, a
trying to prevent unethical practices concerning the use of loot boxes. rational player will only buy the loot box if U(L) > U(1).
For example, the Korea Association of Game Industry (K-GAMES) Not having access to potential outcomes and/or probabilities means
consistently monitors loot box mechanisms employed by the most that players’ purchase decisions cannot be analyzed under the ratio­
popular video games at a given time. Non-compliant practices can lead nality assumptions implied by expected utility theory. Nevertheless,
K-GAMES to publicly “name-and-shame” games and game developers other concepts from decision theory can be used to analyze the above
[25]. Hence, besides the financial aspect, unethical loot box practices scenarios. For example, the term ambiguity attitude has been commonly
might harm a game developer’s reputation. used to designate differences in decision making under known and un­
If loot boxes are deemed illegal because, say, they constitute (online) known probabilities [11]. It has been suggested that humans tend to be
gambling, then the video game industry might suffer drastic revenue ambiguity averse, meaning that a lottery (such as a loot box) with a
losses. One potential path to avoid government intervention and regu­ known probability distribution over plausible outcomes is often
lation is for the industry to develop self-regulating principles concerning preferred over a lottery whose probabilities are unknown [13,22]. In
the use and monetization of loot boxes. An example of self-regulatory other words, given two loot boxes with similar items, a player would
initiatives is coming from platforms where games can be downloaded likely value the loot box having a known probability distribution higher
from, such as Google’s Play Store an Apple’s App Store. For example, than the loot box whose probability distribution is unknown.
From a theoretical perspective, the above discussion illustrates the
need for a solution to the transparency and trust problems faced by loot
2
Section 5 of the FTC Act 15 (USC §45) prohibits unfair or deceptive acts or boxes. Such a solution aids in the decision-making process players face
practices in or affecting commerce. by giving them more information about the underlying product. As

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suggested by King and Delfabbro [24], a transparent loot box mecha­ 3.2. A decision model concerning blockchain adoption
nism “help[s] the player to make better decisions about the value proposition
of the in-game monetization system.” This in turn is not only more likely We further motivate the use of the blockchain technology to solve the
preferred by the players, as the discussion on ambiguity attitudes sug­ aforementioned issues with loot boxes by following the decision model
gests, but it also allows players to follow rationality constructs as defined in Fig. 1. In particular, we borrow from the model by Pedersen et al.
by expected utility theory. That said, a transparent and trustworthy loot [30], which in turn provides a ten-step decision path to determine
box mechanism has as a decision support component in a sense that it whether an application merits a blockchain solution and, if it does,
helps players deciding on whether to purchase a loot box. In the which kind of blockchain application is more suitable. The first seven
following section, we explain how public blockchains and smart con­ questions in Fig. 1 are the same as in the model by Pedersen et al. [30],
tracts provide an ideal solution for the aforementioned transparency and and they are used to define whether the blockchain technology is useful
trust problems. and feasible in a given domain. The last question in Fig. 1 captures the
last three questions in the original model by Pedersen et al. [30] and
3. Definition of the objectives for a solution tailor them to better reflect our own definitions of public and permis­
sioned blockchains. That last question helps a decision maker to choose
The second step in the design science research framework is to “infer between a public or a permissioned blockchain.
the objectives of a solution from the problem definition and knowledge of The first decision question reflects the nature of the blockchain
what is possible and feasible” ([31], page 55). In our specific context, this technology: “is there a need for a shared common database?”. For billing
means designing a loot box mechanism that not only displays lists of and auditing purposes, it is clearly desirable for every transaction
items and associated probabilities, but also provides formal guarantees involving loot boxes to be stored in a database. A database shared by
that a video game is actually using those lists when randomly drawing many is crucial to enhance trust since, for example, governmental and
items. As we elaborate on in Section 4, we achieve our goal by defining regulatory agencies as well as the gaming community can access loot
loot boxes as smart contracts and running them on a public blockchain. In box related data and check for potential misuses by game developers.
what follows, we motivate the need for a blockchain-based solution by The second question is about whether multiple users interact with
adapting and using a recently proposed decision model concerning the blockchain: “are multiple parties involved?”. The answer is positive in
blockchain adoption. Before doing so, we first define blockchain and our setting since several players might purchase loot boxes from several
smart contracts in the following subsection. games. External users, such as regulators, should also have read access to
the database. Regarding the third question (“do the involved parties have
3.1. Blockchain & smart contracts conflicting interests and/or are they trusted?”), if all participants can trust
each other, then a decentralized database, such as blockchain, is not
For our purposes, the blockchain technology can be defined as a necessary. Trust issues arise in the context of loot boxes because even
distributed and decentralized append-only database. Although not when a game displays the winnable items and corresponding probabil­
consensual, our definition of distribution relates to the redundancy ities, the players still do not necessarily know whether those attributes
created by replicating the same database across several computational are taken into account when the game randomly draws items. This is in
devices, whereas decentralization has to do with ownership in a sense part due to the fact that video games traditionally have proprietary,
that those computational devices are not necessarily controlled by the closed source code.
same entity. In this context, it is important to distinguish users from A potential solution to the above-mentioned trust issue is to have a
nodes. Nodes create a peer-to-peer network, and they are the computa­ third-party entity responsible for the monitoring of loot box mecha­
tional devices responsible for data storage, whereas users create data/ nisms. Such an entity could be, for example, a nonprofit organization
transactions to be stored by the nodes. created by industry members (such as K-GAMES) or a public body trying
Beyond transaction data, some blockchain models allow for the to prevent unhealthy gambling practices (such as the Netherlands
nodes to store and execute algorithms proposed by users. One of the Gambling Authority). Despite the regulatory pressures we discussed in
advantages of such a computational model is that not only the under­ Section 2.1, we argue that having a third-party entity responsible for
lying code is immutable, but also is any input or output produced after a monitoring loot box mechanisms may not necessarily alleviate the trust
node executes the code. Such algorithms are now called smart contracts. and transparency problems since players must still trust that the entity
The idea of smart contracts was first proposed as the analog of legal will behave benevolently, efficiently, and effectively. This implies a
contracts, but with automated enforcement. A more modern perspective positive answer to the fourth question (“can or do the participants want to
of a smart contract takes the idea of putting data in a secure ledger and avoid a trusted third party?”). As suggested by Pedersen et al. [30], “one
extends it to computation. That is, it is a consensus mechanism for the advantage of blockchain systems is that they enable peer-to-peer transactions
correct execution of a given algorithm. As we explain in Section 4, our without relying on a trusted third-party service.”
solution to the transparency and trustworthiness issues surrounding loot The answer to the fifth question, namely “do the rules governing system
boxes involves coding each loot box as a smart contract. Hence, when­ access differ between participants?”, is positive since the video game, as a
ever a user (player) buys and opens a loot box, behind the scenes an blockchain user, and players have different roles. Specifically, the video
algorithm is executed in tandem by blockchain nodes to determine the game must handle the logistics behind the drawing of items, e.g., calling
item to be received by the player. Hence, trust in our solution is achieved appropriate procedures that will write data to the blockchain, moni­
by sharing transaction data and algorithms across a large network of toring results, etc. The players must be able to check the legitimacy of the
nodes controlled neither by the player nor by the game developer. performed computations and results and, hence, they do not necessarily
Finally, concerning applications, one can categorize blockchain need all the system access that the video game has, e.g., writing access.
models into two categories: public and permissioned blockchains [5]. These rules remain largely unchanged over time, as do the rules gov­
Public blockchains are open to anyone, and no special permissions are erning transactions, meaning a positive answer to the sixth question (“do
required to join the network as a user or node. Unlike public block­ the rules for transacting remain largely unchanged?”). Conceptually, the
chains, permissioned blockchains focus on business networks of known, transactions involving loot boxes do not change over time: a player in­
vetted participants operating under a well-defined governance model, i. dicates the desire to purchase a loot box and the video game randomly
e., special permissions are required to join the network as a user and/or draws an item and displays the result back to the player. This immuta­
node. The goal of permissioned blockchains is to secure and share the bility aspect is crucial since, given the append-only nature of block­
transactions among a group of participants who know, but might not chains, the code of a loot box deployed as a smart contract cannot be
fully trust each other. deleted and/or updated.

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Fig. 1. Decision model regarding blockchain adoption. Adapted from the work by Pedersen et al. [30].

The next question inquires about the need for immutability: “is there buying and opening a loot box using our proposed solution.
a need for an objective, immutable log?”. This is clearly positive in the The purchasing process starts after a player indicates s/he wants to
context of loot boxes in that an immutable (and trusted) log system can buy a loot box. In practice, this can be done by, for example, clicking on
unequivocally show that a player’s item was randomly drawn at a appropriate menu items. Thereafter, the video game displays the items,
certain time. Moreover, any user should be able to audit the smart associated probabilities, as well as the identifier (address) inside a public
contract stored in the blockchain to undoubtedly prove that the blockchain of the smart contract that encodes the loot box. The player
randomization mechanism is behaving appropriately. may then use the smart contract’s address to verify important attributes,
Having established that blockchain is a suitable technology for such as whether the previously displayed items and probabilities
solving the trust and transparency issues faced by loot box mechanisms, correspond to the items and probabilities in the smart contract. This
the last question, namely “is open access and public transactions latter step illustrates the transparent nature of our solution. If the player
required?”, determines the type of blockchain to be used, i.e., public or decides to proceed with the purchase of the loot box, the game then
permissioned. As we previously discussed, permissioned blockchains invokes a function in the smart contract to draw an item. At this point,
require one to obtain permissions to join the network as a node or user, all the nodes in the blockchain network run the same algorithm and
whereas public blockchains allow for universal access. In our context, return the same output (drawn item). The video game retrieves and
allowing for universal access and public transactions further enhances returns that output to the player alongside an identifier representing the
trust and transparency. For example, auditors, regulators, players, par­ function call (transaction). Based on that identifier, the player can
ents, etc., can all have immediate access to transaction data regarding eventually verify whether the video game actually invoked the appro­
loot boxes, and even help to maintain the underlying infrastructure as priate smart contract and whether the output displayed by the video
nodes. game corresponds to the output generated by the nodes in the block­
The previous answers suggest that a public blockchain can effectively chain network. This latter step illustrates the trustworthiness aspect of
solve the trust and transparency issues with loot boxes. As we explain in our solution.
the following section, the objective of the blockchain nodes in our so­ The core of our solution lies in defining a loot box as a smart contract.
lution is twofold: 1) independently perform the computations required Algorithm 1 shows the pseudocode of such a smart contract. In the first
to randomly draw items; and 2) independently store the inputs/outputs two lines, the smart contract explicitly defines the winnable items
concerning the above computations. alongside the associated probabilities. Access to the content of these lists
should be freely available to any user of the underlying blockchain. The
4. Design & development smart contract also defines a function called drawItem, whose argument
is the screen name of the player buying the loot box. That function starts
The third step in the design science research framework is to design by running a random number generator (RNG) function using the player’s
and create the underlying artifact, which in turn can be constructs, screen name and a timestamp as the seed to generate a random number.
methods, or models [31]. Our main artifact is represented by an algo­ We further elaborate on the RNG function below. Thereafter, the smart
rithm that codes a loot box as a smart contract. In particular, whenever a contract produces an output based on the drawn value. Specifically, the
player decides to purchase a loot box, the underlying video game will smart contract uses a traditional technique from evolutionary compu­
invoke the associated smart contract, which in turn performs all the tation called the fitness proportionate selection, also known as roulette
computations required to return an item. That said, our solution disen­ wheel selection. Under this technique, the items are represented as non-
tangles the computations required to randomly draw items from the overlapping “bins” proportional to their associated probabilities, and
game’s code and, remarkably, it does not require the entire game to be the random value from the RNG function defines a single bin.
open source. Fig. 2 illustrates a high-level perspective on the process of To illustrate the behavior of Algorithm 1, consider the following

Fig. 2. The process of buying and opening a loot box under our proposed solution.

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example, which is recurring throughout the paper. Let items ← [“Com­ Hash functions are deterministic, meaning that they always produce
mon Sword”, “Silver Sword”, “Dragon Sword”] and probabilities ← [70, the same output given a fixed input. That said, to produce the same
30, 10], where probability values are represented as percentages. output, we need to make sure that the nodes all have access to the same
Moreover, assume that RNG returns values in the range [0,100). As we input when calling RNG. The reason for using both a player’s screen
explain later, the reason for using percentages is that Solidity, the pro­ name and a timestamp as input to RNG is that this allows for two players
gramming language we used to develop a fully functional prototype, to draw different items at the same time, and the same player to draw
does not support fixed-point numbers yet. After calling the function different items at different times. The only missing piece now is how to
drawItem, say that the result from the RNG function is r = 92. During the define a universally-accepted timestamp. Clearly, nodes cannot use their
first iteration of the loop, the smart contract checks whether r is greater own local time as a timestamp when calling RNG since these computa­
than or equal to 0 and below 70. If this condition is true, then the first tional devices might be located in different regions. Moreover, time­
item, namely “Common Sword”, whose associated probability is 0.7, is stamps should not be predictable, otherwise players can effectively
returned to the player. Since that condition is not satisfied, the algorithm define the items they receive by buying loot boxes during suitable times.
then checks during the second iteration of the loop whether r is greater For example, it is easier for players to time their loot box purchases and
than or equal to 70 and below 70 + 20 = 90. This previous condition acquire a desired item when timestamps contain time information up to
defines an interval of length 20, which represents the percentage asso­ minutes only than when timestamps encode up to fractions of a second.
ciated with the second item “Silver Sword”. Since the second condition is We suggest implementations of Algorithm 1 to use the time the most
also false, the algorithm finally checks whether 90 ≤ r < 100. This recent block was proposed as a timestamp. It is often the case that a node
condition is true, and the drawItem function returns the item “Dragon timestamps a proposed block when the node proposes a block to be
Sword”. added to the blockchain. All the other nodes verifying that block have
There are two important points to highlight regarding Algorithm 1. now access to a universally-accepted timestamp. Given that every call to
First, the drawItem function is efficient since it runs in polynomial time. the drawItem function defines a transaction to be added to a block, a
Specifically, its complexity is O(n), where n is the total number of major implication of the above suggestion is that a single player is
winnable items. Algorithmic efficiency is crucial in the context of smart limited to buy only one loot box per block. Otherwise, if a player buys
contracts because the same code is executed by several nodes in the several loot boxes and the respective transactions are added to the same
network. Moreover, as we soon discuss, some blockchain networks block in the blockchain, then that player will receive the same item
charge users based on the complexity of the executed smart contract. several times since neither his/her screen name nor the block’s time­
The second important point to highlight concerns randomization, stamp have changed. This is not a significant constraint for most
which is a naturally challenging task in distributed environments such as blockchain networks that support smart contracts. For example, at the
blockchain. In our specific case, because the smart contract representing time of writing, Ethereum has an expected block production time be­
a loot box is processed in parallel by many nodes, a poorly designed tween 10 and 20 seconds. Given the different timestamps for different
randomization process might then imply that different nodes randomly blocks, the hash value that defines the item a specific player receives
draw different items for the same player buying a loot box. To solve this then changes every 10 to 20 seconds on Ethereum.
problem, our solution uses a pseudorandom number generator based on
hash functions. Specifically, the RNG function in Algorithm 1 can be 5. Demonstration & evaluation
defined as follows:
The fourth step in the design science research framework is to
RNG(screenName, timestamp) = H(timestamp|screenName)%c (1)
demonstrate the proposed artifact [31]. This task might involve showing
where H(⋅) is a hash function, the vertical bar ∣ represents the concate­ the use of the artifact in simulations, experiments, and/or case studies.
nation operator, and c is a constant used to determine the upper bound In our particular case, we develop a decentralized application (DApp) that
of RNG. To illustrate the RNG function in Eq. (1), assume a player called mimics the process of buying a loot box, as described in Fig. 2. A DApp is
Alice purchases a loot box, and the respective timestamp is Dec-09-2019 an application that relies on services provided by a decentralized
07:40:32 PM. Moreover, let c = 100 so that this example is in agreement network, such as BitTorrent or blockchain. In our demonstration, our
with our running example. Finally, assume that H(⋅) is the popular SHA- DApp relies on the Ethereum blockchain, which we elaborate on next.
256 hash function. The random value resulting from RNG in this setting
is then equal to H(“Alice”| “Dec − 09 − 201907 : 40 : 32PM”) % 100 =
84.

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A. Carvalho Decision Support Systems 144 (2021) 113508

5.1. Ethereum screen name to a numerical value (line 9). This information is eventually
used to prevent players from trying to draw more than one item per
Ethereum is a decentralized computational platform that runs smart block (line 15). The smart contract also defines an event called Draws,
contracts. In other words, besides transactions involving the native which stores relevant data in the blockchain (line 25). The stored data
cryptocurrency called Ether, users in this public blockchain can also are defined as a 2-tuple representing a drawn item and its owner, i.e., a
create transactions that deploy or run smart contracts, which in turn are player’s screen name. Our RNG function returns natural numbers be­
traditionally developed using a programming language called Solidity. tween 0 and 99. It uses the predefined function keccak256 (line 35),
Transactions in Ethereum might require nodes to perform computations which is an implementation of the Secure Hash Algorithm 3 (SHA-3).
that change the state of the blockchain, e.g., to update a user’s balance. Finally, the drawItem function can only be called by the user whose
Ethereum “charges” the transaction creator for the computational costs address is listed in the smart contract (line 16; line 7), i.e., the game
of a transaction. Specifically, gas is a unit that measures the amount of developer itself. This latter point prevents some cybersecurity attacks, as
computational effort it takes to execute a transaction. At the time of we elaborate on in Section 6.2. For testing and evaluation purposes, we
writing, the average gas unit is equal to approximately 1.15 × 10− 8 deployed the smart contract to Ethereum test network called Ropsten.
ethers [15]. Every Ethereum transaction requires at least 21,000 gas, i.e., Different software, including our proposed DApp, can now interact
approximately 2.4 × 10− 4 ethers on average or US$0.12 given the cur­ with the smart contract after the same has been deployed to the Ether­
rent exchange rate of US$504.50 per Ether. Naturally, more complex eum blockchain. Our DApp is a web-based application that simulates the
transactions, such as deploying a complex smart contract, cost more gas. in-game process of buying and opening a loot box. The main purpose of
Ethereum users must use the Ether cryptocurrency to pay for the gas the DApp is to demonstrate how our ideas can be applied in practice, and
required to perform a transaction. There is no fixed exchange rate; it is to emphasize idiosyncrasies of blockchain-based loot box mechanisms.
up to the sender of a transaction to specify any gas price s/he likes. What The DApp was developed using the HTML and JavaScript languages
prevents users from setting the gas price equal to 0 ethers is that the together with the web3 library. The player interacts with the DApp using
nodes collecting transactions use that price when determining trans­ any browser. The DApp, in turn, interacts with the smart contract in the
action fees. In particular, the transaction fee collected by a node pro­ Ethereum blockchain via an API provided by the company Infura.4
posing a block is equal to the total amount of gas it takes to run the Finally, the player interacts with (reads data from) the Ethereum
transaction times the gas price suggested by the transaction creator. In blockchain via the blockchain-explorer services provided by Etherscan.5
this way, the higher the suggested gas price, the more appealing a We emphasize that we are using existing services as part of our proof of
transaction will be to a node. That is, the quicker a transaction will likely concept and, as such, we made no effort to optimize user interfaces. This
be added to a block. human-computer interaction element is clearly a crucial component of
our solution due to the novelty of some concepts (e.g., blockchain ad­
5.2. DApp dresses), but designing and evaluating suitable interfaces is beyond the
scope of our work. We expect game developers to greatly improve us­
As we suggested before, we demonstrate our proposed ideas by ability when moving beyond the proof of concept we suggest in this
developing a proof of concept that runs on top of Ethereum. The paper.
resulting decentralized application (DApp) mimics the process of buying We next illustrate the process a player faces when buying a loot box
and opening a loot box under the proposed solution, as Fig. 2 illustrates. under our proposed blockchain-based solution. Whenever appropriate,
In practice, this DApp would be part of a video game using smart con­ we reference the underlying steps in Fig. 2, which describes the process
tracts to randomly draw items. Fig. 3 shows a high-level description of of purchasing and opening a loot box. Before the purchase actually
the interaction among players, DApp, and the Ethereum blockchain. happens, the player has the chance to look at the list of winnable items
Before effectively running our DApp, we need to first appropriately and associated probabilities (Fig. 4a), which is the second step in Fig. 2.
code the smart contract and deploy it to the Ethereum blockchain. The Before committing to the purchase, the player can verify whether the
appendix shows the smart contract in Algorithm 1 coded using the shown items and probabilities are the same as the ones coded in the
version 0.4.25 of the Solidity programming language.3 The smart con­ smart contract (step 3 in Fig. 2). By clicking on “Check the Blockchain”,
tract encodes the loot box we discussed when explaining Algorithm 1 in the player is redirected to the smart contract’s page on Etherscan, which
the previous section, i.e., it has three winnable items, namely “Dragon in turn provides a blockchain-explorer service. In that page, among
Sword”, “Silver Sword”, and “Common Sword”. The probabilities asso­ other things, the player can check whether the smart contract’s code
ciated with the items are represented as percentages (respectively, 10, does indeed include the items and probabilities previously displayed to
20, and 70) since, at the time of writing, Solidity does not support fixed- the player (Fig. 4b).
point numbers yet. The player can then click on the “Buy Loot Box” button to perform
We note that Algorithm 1 as well as our implementation in the ap­ the purchase (step 3 in Fig. 2). Our proof of concept abstracts all the
pendix could be more generic. For example, using different data struc­ payment details and, instead, it focuses on the subsequent interactions
tures, one could have a single smart contract storing information about between the DApp and Ethereum. Behind the scenes, the DApp creates,
many different loot boxes from a single or even across many video signs, and submits a transaction to the Ethereum blockchain via the API
games. The main drawback of such an implementation choice concerns provided by the company Infura. In that transaction, the drawItem
costs. In particular, extra transactions could be required to submit items function in the smart contract’s code representing the loot box is called
and probabilities to the smart contract. Moreover, extra storage space upon (step 4 in Fig. 2). The argument of that function is the player’s
would be used by the blockchain nodes since identifiers of games and/or screen name, e.g., “PlayerX” in the example in Fig. 4. Throughout the
different loot boxes would be stored for each purchase. The increased above process, what the player sees is simply a loading screen (Fig. 5a).
number of transaction calls as well as the extra storage space cause the The “Buy Loot Box” button is disabled on purpose to prevent the player
deployment of and interaction with the smart contract more expensive. from purchasing another loot box before receiving his/her previous
Looking at the code in the appendix, both the list of items (line 5) and item. In practice, a game can have animations to better entertain the
probabilities (line 6) are publicly available to any Ethereum user. The player while waiting for the outcome.
smart contract uses a data structure called blockLastPurchase that maps a Eventually, the created transaction is added to a block, and the block

3 4
The source code of the DApp and smart contract are available at htt https://infura.io/
5
ps://github.com/arthurgcarvalho/lootbox. https://etherscan.io/

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A. Carvalho Decision Support Systems 144 (2021) 113508

Fig. 3. High-level description of the interaction among players, DApp, and the Ethereum blockchain.

Fig. 4. Potential actions before the purchase of a loot box. The steps inside parenthesis refer to the purchase process in Fig. 2.

added to the blockchain, when the result from calling the drawItem measures of system performance ... [and] any appropriate empirical evidence
function becomes available to the DApp (step 5 in Fig. 2). The DApp then or logical proof” ([31], page 56). By making both the list of items and
shows the resulting item to the player alongside a link to the trans­ probabilities publicly available, our proposed blockchain-based loot box
action’s page on Etherscan (Fig. 5b), which is the sixth step in Fig. 2. By mechanism satisfies the transparency aspect we discussed before. We
following that link and, hence, the seventh step in Fig. 2, the player can argue that by disentangling the randomization mechanism from a video
see when the transaction was created and whether the smart contract s/ game’s source code, our solution boosts the trust players have in the
he saw before (Fig. 4b) was actually called upon (Fig. 5c). The player can system. This latter point implicitly relies on several assumptions un­
also confirm whether the item the game displays is the same as the item mentioned thus far, such as: 1) the calculations by the smart contract are
resulting from the drawItem function (Fig. 5d). accurate; and 2) the blockchain must not be manipulated by any user/
Our solution is able to effectively create a transparent and trust­ node. Moreover, if our proposed solution is to be adopted, the under­
worthy loot box mechanism by displaying lists of items and probabilities lying financial costs and running time must both be reasonable. To
ex ante alongside ex-post proofs that these lists are used during the address the above assumptions, one clearly needs to evaluate a well-
randomization process. Nevertheless, there are different aspects of our defined proof of concept, as opposed to an abstract idea. As such, we
solution that merit a thorough discussion, such as its accuracy, security, elaborate on the above assumptions by analyzing the DApp (proof of
and costs. We further evaluate our solution under those criteria in the concept) we suggested in the previous section.
following section.

6. Evaluation 6.1. Accuracy

The fifth step in the design science research framework concerns the Moving the computations regarding the random drawing of items to
evaluation of how well the proposed artifact supports a solution to the a blockchain is unreasonable if those computations are inaccurate. In
identified problems. Such an evaluation might “include quantifiable other words, the trustworthy characteristic we claim our solution sat­
isfies is invalid if the empirical (observed) distribution of items does not

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Fig. 5. Events after the purchase of a loot box. The steps inside parenthesis refer to the purchase process in Fig. 2.

match the displayed (theoretical) distribution presented to a player (theoretical) distribution of items. To do so, we call the drawItem func­
before the purchase of a loot box. We test the above equality by per­ tion a number of times for the same player, namely “PlayerX”. The
forming statistical inferences. Table 1 shows the data we use to test number of calls is determined after a power analysis, which in turn al­
different hypotheses. The data represent draws from the same loot box lows us to define the sample size required to detect an effect of a given
we discussed in previous sections, i.e., it has three winnable items, size for a given power and degree of confidence. In particular, we as­
namely “Dragon Sword”, “Silver Sword”, and “Common Sword”, and the sume the traditional significance level and power equal to, respectively,
associated probabilities are, respectively, 0.1, 0.2, 0.7. 0.05 and 0.8. The degrees of freedom is equal to 2, i.e., the number of
We first analyze whether the empirical distribution of the items winnable items minus one. We then define the ideal sample size based
purchased by a single player is statistically equivalent to the expected on the possibility of obtaining effect sizes as small as 0.1, the “small”
effect size value suggested by Cohen [9] for chi-square tests (which we
Table 1 perform next). Given the above, we find that the ideal sample size is
Frequencies concerning winnable items for a total of 1000 draws. equal to approximately 963. To simplify the expected frequencies con­
cerning different items (see the second column in Table 1), we round
Item Expected Single-player Multiplayer
frequency frequency frequency that ideal value up to 1000, which enables us to obtain even smaller
effect sizes. The third column of Table 6.1 shows the frequency of the
Common 700 692 696
sword
obtained items after calling the drawItem function 1000 times for the
Silver sword 200 214 200 screen name “PlayerX”. We can now perform a hypothesis test where the
Dragon sword 100 94 104 null hypothesis is: “there is no significant difference between the single-

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A. Carvalho Decision Support Systems 144 (2021) 113508

player and the expected frequencies”. The result from a chi-square good­ consider the security and integrity of the underlying network. For
ness-of-fit test shows that we do not have enough evidence to reject the example, if a game developer or any malicious entity joins the block­
null hypothesis (χ 2 = 1.4314, df = 2, p-value = 0.4888). chain network as a node, can that entity prevent transactions repre­
Next, we determine whether the empirical distribution of the items senting calls to the drawItem function from being processed?
purchased by multiple players is statistically equivalent to the expected Theoretically, the previous attack is possible in blockchain models that
distribution of items. To do so, we call the drawItem function 1000 times follow the proof-of-work consensus mechanism.7 For example, by con­
using the screen name “Player?”, where the question mark symbol (?) is trolling 51% of the computational resources, i.e., the majority of the
actually a number randomly drawn from the discrete uniform distribu­ computing power on the network, an attacker can effectively dictate in
tion U(0,999). The observed frequency of items is available in the last the long run the transactions that will and will not be added to the
column of Table 1. This scenario represents the case where each player is blockchain. These so called 51% attacks are not likely to happen in well-
expected to buy a single loot box. The null hypothesis for our second established public blockchains, such as Ethereum, the blockchain
hypothesis test is: “there is no significant difference between the multiplayer network we chose to deploy our smart contract to. The reason for this is
and the expected frequencies”. Once again, the result from a chi-square that the attacker would need to acquire an unreasonable amount of
goodness-of-fit test shows that we do not have enough evidence to computational power in order to be able to manipulate the network. This
reject the null hypothesis (χ 2 = 0.18286, df = 2, p-value = 0.9126). point highlights the importance of appropriately selecting a blockchain
Finally, we combine all the aforementioned 2000 draws to create a network to deploy a solution to. Immature networks might be more
scenario where a few players purchase several loot boxes, but the vast susceptible to network-level attacks, such as 51% or distributed denial-
majority purchase just a few. We formulate our null hypothesis as “there of-service attacks, which can effectively prevent a blockchain-based loot
is no significant difference between the observed and the expected fre­ box solution from working.
quencies”. Clearly, the expected frequency is now twice what is listed in A final security aspect worth discussing concerns the interface
the second column of Table 1, whereas the observed frequency is ob­ players access when verifying the smart contract before a purchase and/
tained by summing the third and fourth columns. The result from a chi- or the correctness of a transaction after a purchase. In our demonstration
square goodness-of-fit test shows that we do not have enough evidence in Section 5, we used a blockchain-explorer service offered by Etherscan.
to reject the null hypothesis (χ 2 = 0.61286, df = 2, p-value = 0.7361). In practice, such an interface should be as intuitive as possible so as to
The above results show that we have strong evidence that the RNG require the least amount of technical knowledge from players. At the
and drawItem functions work correctly in our Ethereum-based proof of same time, the interface must faithfully reflect the information that is in
concept. In other words, the calculations regarding the random drawing the smart contract. A relatively simple attack would be to have the
of items appropriately use the probabilities the players have access to. graphical interface displaying misleading information, e.g., sets of items
and probabilities that do not correspond to what is in the underlying
6.2. Security smart contract. Although researching human-computer interfaces is
beyond the scope of this paper, the above point nonetheless reinforces
Given the append-only nature of blockchains, it is crucial to have an the importance of using a public blockchain in the context of loot boxes.
error-free development and deployment of smart contracts since, after In particular, any player can join a public blockchain, such as Ethereum,
deployed, a smart contract can no longer be deleted or have its source as a node and store smart contracts and transactions. This allows any set
code updated [7]. An incorrect code might lead to unexpected behavior of honest nodes to confirm whether the information displayed on a
and even financial losses. For example, smart contracts deployed to the graphical user interface reflects what is inside the corresponding smart
Ethereum blockchain have been subject to several types of attacks due to contract’s code stored in the blockchain.
code errors [2], the most high-profile being the “DAO attack”, where an
attacker was able to take control of over US$60 million in Ether. To 6.3. Costs
prevent similar issues, it is crucial to scrutinize every smart contract
before deployment. In our case, we performed static, dynamic, and The last evaluation point of our proposed blockchain-based loot box
symbolic analysis using the tools Securify [34] and MythX6 to find po­ mechanism concerns the costs of running the solution. Focusing on the
tential issues in our smart contract before deployment. Ethereum blockchain network, we elaborate on two different costs: 1)
We argue that the code we report in the appendix is a suitable the price of deploying the smart contract; and 2) the price of creating
starting point for gaming companies contemplating the use of transactions. Focusing on the former first, we note that the gas value
blockchain-based loot boxes since, according to the above tools, the regarding the deployment of a smart contract is fixed. In particular, at
same is free of major technical and security issues. Before achieving this the time of writing, it costs 663,405 gas units to deploy the smart con­
status, we did follow some suggestions by Securify and MythX regarding tract in the appendix to the Ethereum network. Deploying a smart
improvements. For example, we initially forgot to check whether the contract is done via a transaction. As we discussed in Section 5.1, any
blockchain user calling the drawItem function equates to the address user proposing a transaction must also define a gas price, i.e., how much
representing the game developer (line 16). Securify then issued a Ether the user is willing to pay for a gas unit. The proposed gas price
warning stating that, as it was, any blockchain user could change the often determines how quickly the transaction is added to a block and,
data structure that stores information about the last purchase by a player subsequently, to the blockchain.
(line 18). When analyzing that warning, we realized that by successfully For the sake of illustration, assume that the game developer suggests
calling the drawItem function, any blockchain user could on behalf of a gas price of 4 × 10− 9 ethers when deploying the smart contract. This
any player add information resulting from a purchase of a loot box to the means that a transaction should be added to the blockchain in about 80
blockchain. Again, we have fixed this security issue by only allowing the seconds at the time of writing. Alternatively, for a gas price equal to 25
user representing the game developer to successfully call the drawItem × 10− 9 ethers, that transaction should be processed in about 11 seconds.
function. Given the current exchange rate of US$504.50 per Ether and the total
The above discussion emphasizes the importance of getting the smart cost of 663,405 gas units required to deploy the loot box contract, the
contract representing a loot box right from the beginning since tradi­ deployment cost concerning the slower case is then 4 × 10− 9 × 663,405
tional patching operations, such as over-the-air updates, are not possible × 504.50 ≈ US$1.34, which is a reasonable cost given that each contract
for blockchains. But security issues go beyond code safety. One must also

7
We refer the interested reader to the work by Bano et al. [3] for a review on
6
https://mythx.io/ different consensus mechanisms.

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representing a loot box is deployed only once. available, there are no guarantees that a video game is actually using
The second source of cost we consider concerns the creation of that information when randomly drawing an item, which results in a
transactions involving the deployed smart contract. We note first that trust problem. In this paper, we applied a problem-centered design
some user requests are free of charge since they neither change the state science research approach to develop a blockchain-based solution that
of the blockchain nor require complex computations. For example, any addresses the transparency and trust issues currently faced by loot box
user can freely request from a node the value of the public attributes that mechanisms. Our solution does not require game developers to open the
store information about items and probabilities (see lines 5 and 6 in the source code of an entire video game. Instead, it disentangles the com­
appendix). Alternatively, a transaction calling the drawItem function putations required to randomly draw items from the video game’s
requires several computations, and that function changes the state of the source code. Those computations are now performed by a smart contract
blockchain by storing extra information in it. It is not possible to running on a public blockchain. As such, anyone, including players and
pinpoint the precise cost of calling the drawItem function since it de­ regulatory agencies, can check the list of items and probabilities ex ante,
pends on a series of factors, e.g., how long a screen name is and the i.e., before a purchase, as well as whether the randomization mechanism
number of iterations required to draw an item by the fitness propor­ is behaving appropriately ex post, i.e., whether the video game is indeed
tionate selection mechanism (see line 23 in the appendix), which in turn calling the smart contract.
is defined by a random value. In our experiments, calling the drawItem Using the Ethereum blockchain network, we developed a decen­
function cost on average 52,040 gas units. We deliberately chose the gas tralized application that mimics the process of buying and opening a loot
price of 10− 8 ethers to get each transaction processed in about 40 sec­ box. This proof of concept illustrates how gaming companies can
onds at the time of writing. Given the exchange rate of US$504.50 per leverage our ideas in practice. When evaluating our proof of concept, we
Ether at the time, the above cost is equal to 10− 8 × 52,040 × 504.50 ≈ discussed how accurate, secure, and inexpensive the proposed solution
US$0.26 per transaction. That is, the video game must currently pay is. We also offered suggestions regarding deployment, e.g., the impor­
about 26 USD cents to randomly draw an item and store the relevant tance of choosing an appropriate blockchain platform and to clearly
information in the blockchain in about 40 seconds. define an overseeing committee able to define important parameters,
Although the above discussion is rather specific to our proposed such as transaction fees.
smart contract running on Ethereum, there are nonetheless important The latter point above concerns blockchain governance, a topic that
managerial lessons one can draw regarding the deployment of has received considerable attention over the last few years [4,7]. In the
blockchain-based loot box mechanisms. In particular, by using a public, context of a blockchain dedicated to process loot boxes, as we suggested
general-purpose blockchain, such as Ethereum, video game companies in Section 6.3, there are important questions to be addressed beyond
might lose control over the costs of running the proposed solution. For committee composition, e.g., how are decisions made and conflicts
example, nodes can naturally request more money to process trans­ resolved in the underlying ecosystem? What does the cost structure look
actions when the total number of proposed transactions in the block­ like? For example, who will pay for (and can propose) software updates?
chain network goes up. This situation happened with Bitcoin in Finding answers to these questions constitute a valuable research op­
December 2017, when at certain point the average fee to process a single portunity whose outcome has managerial value beyond the video game
transaction was over US$30. In the context of Ethereum, transaction fees industry.
are determined by the suggested gas price, which in turn should repre­ Besides governance-related questions, we have also discussed other
sent a dynamic equilibrium between the number of outstanding trans­ relevant future research directions throughout the paper, e.g., how to
actions, the number of transactions nodes can handle at a time, and the best visualize information inside smart contracts in a way that requires
cost of handling one transaction. A potential solution to avoid spikes and the least amount of technical knowledge? Although our solution has not
wild fluctuations in transaction fees is to create a public blockchain that addressed the growing concerns regarding gambling, we note that future
is dedicated to process loot boxes. As a public blockchain, anyone can research work can investigate how blockchain-based loot boxes can
still join the network at any time as a user or a node. However, some alleviate gambling problems. For example, a dedicated blockchain
decisions, such as the structure of transaction fees and gas costs, should network enables the creation of disruptive information technology fea­
be defined by a council/committee overseeing the operations of the tures that are capable of controlling unwanted gambling patterns in
blockchain. Such a council can have representatives from the video games. Specifically, if nodes realize that a certain player is purchasing
game industry, e-sports and players associations, regulatory bodies, loot boxes too often, they can then raise the number of blocks required in
consumer protection agencies, etc. From a technical perspective, there is between purchases for that specific player. Or even further, players’
no need to completely engineer a blockchain technology from scratch; screen names might be added to a blacklist stored in the blockchain and,
given that several blockchain frameworks/projects, such as Ethereum, hence, only players not in the blacklist are allowed to purchase loot
are open source [8], the dedicated blockchain can be simply one of those boxes. These examples illustrate what King and Delfabbro [24] referred
projects tailored to the needs of the video game industry. For example, to as “breaks in play or cooldowns” in their blueprint for ethical video
the resulting blockchain can replace Ether with a stablecoin, i.e., a game monetization schemes. Moreover, the above examples highlight
cryptocurrency whose value is pegged to stable assets/currencies, e.g., how one can possibly tweak blockchain protocols to prevent, or at least
fiat money. This would simultaneously reward nodes for keeping the reduce, gambling patterns, which is an exciting research direction.
network infrastructure alive while avoiding the high volatility most Finally, it is important to study the financial implications of a
cryptocurrencies currently face. To illustrate this latter point, the price transparent and trustworthy loot box mechanism. On the one hand, one
of of a single Ether skyrocketed to about US$1400 on January 12th, can argue that video game developers may suffer revenue losses since
2018, subsequently dropping to approximately US$87 on December players will now know how unlikely it is to obtain some desirable items,
11th, 2018. More recently, the exchange rate of US$504.50 per Ether is which can lead to fewer loot box purchases. Alternatively, one can argue
due primarily to a renewed interest in Ethereum driven by decentralized that a transparent and trustworthy loot box mechanism might actually
finance (DeFi) applications as well as the potentially associated specu­ increase game developers’ revenue due to probabilities driving pur­
lative bubble. chases up by defining expectations in terms of the number of loot boxes
required to obtain a certain item. A behavioral study involving the loot
7. Conclusion box mechanism presented in this paper is required to understand
players’ purchasing decisions and the impact on game developers’
Traditional loot boxes are not transparent in that players do not revenue.
necessarily know the winnable items and associated probabilities before
a purchase. Even in the unusual cases when items and probabilities are

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A. Carvalho Decision Support Systems 144 (2021) 113508

Credit Author Statement

This paper is solo-authored. All credit goes to the single author.

Appendix. Sample loot box smart contract

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Arthur Carvalho is the Dinesh & Ila Paliwal Innovation Chair and an Assistant Professor of
adolescent gamers: findings from a national survey, Addict. Behav. 103 (2020).
Information Systems & Analytics at Farmer School of Business, Miami University. Before
[27] I.D. Lussier, J. Derevensky, R. Gupta, F. Vitaro, Risk, compensatory, protective, and
joining Miami University, Dr. Carvalho worked as an Assistant Professor at Rotterdam
vulnerability factors related to youth gambling problems, Psychol. Addict. Behav.
School of Management, Erasmus University. He received his Master’s of Mathematics and
28 (2) (2014) 404–413.
Ph.D. in Computer Science from the University of Waterloo in 2010 and 2014. Dr. Car­
[28] J. Macey, J. Hamari, ESports, skins and loot boxes: participants, practices and
valho’s research interests lie at the intersection of Artificial Intelligence, Information
problematic behaviour associated with emergent forms of gambling, New Media
Systems, and Decision Analysis. In particular, Dr. Carvalho works on the development and
Soc. 21 (1) (2019) 20–41.
deployment of artificial intelligence techniques and statistical methods as well as
[29] A. McAloon, Online games will be required to disclose random loot box odds in
blockchain-based systems aiming at improving business processes and decision making.
China, Gamasutra (2016). https://www.gamasutra.com/view/news/287258/Onli
Dr. Carvalho has collaborated with several companies through research work, consulting,
ne_games_will_be_required_to_disclose_random_loot_box_odds_in_China.php. Last
and/or joint student supervision, including Microsoft, KPMG, IBM, PwC, Cardinal Health,
accessed: sun Jan 24 21:05:58 2021.
and Unilever. His research has been published in academic journals such as Decision
[30] A.B. Pedersen, M. Risius, R. Beck, A ten-step decision path to determine when to
Support Systems, Decision Analysis, International Journal of Information Management, Journal
use blockchain technologies, MIS Q. Exec. 18 (2) (2019) 99–115.
of Cleaner Production, among many others. Dr. Carvalho’s views have been featured in
[31] K. Peffers, T. Tuunanen, M.A. Rothenberger, S. Chatterjee, A design science
outlets such as Bloomberg, Inside Higher ED, and Poets & Quants. Due to his dedication to
research methodology for information systems research, J. Manag. Inf. Syst. 24 (3)
students and new educational endeavors, Dr. Carvalho has received prestigious teaching
(2007) 45–77.
awards, including the Professor of the Year Award at Erasmus University, a Miami Uni­
[32] Reddit, Nintendo, Sony, Microsoft to Require Loot Box Odds Disclosure, Retrieved
versity’s President Medal, and the Richard K. Smucker Teaching Excellence Award.
from, https://www.reddit.com/r/Games/comments/cn7704/nintendo_sony_mi
crosoft_to_require_loot_box_odds/, 2019. Last accessed: Sun Jan 24 21:05:58 2021.

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