Shifting Meanings of Lootboxes in Western Culture - BC. ONDŘEJ KLÍMA Master Thesis - IS MUNI
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FACULTY OF SOCIAL STUDIES Shifting Meanings of Lootboxes in Western Culture Master Thesis BC. ONDŘEJ KLÍMA Supervisor: doc. Bernadette Nadya Jaworsky, Ph.D. Department of Sociology Programme Sociologie Brno 2021
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Bibliografický záznam Autor: Bc. Ondřej Klíma Fakulta sociálních studií Masarykova univerzita Chyba! Nenalezen zdroj odkazů. Název práce: Shifting Meanings of Lootboxes in Western Culture Studijní program: N-SOC Sociologie Studijní obor: Sociologie Vedoucí práce: doc. Bernadette Nadya Jaworsky, Ph.D. Rok: 2021 Počet stran: 92 Klíčová slova: gaming theory, lootbox, loot box, societalization, civil sphere, gaming sphere, cultural sociology, thick description, surprise mechanics, social crisis 2
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Bibliographic record Author: Bc. Ondřej Klíma Faculty of Social Studies Masaryk University Department of Sociology Title of Thesis: Shifting Meanings of Lootboxes in Western Culture Degree Programme: N-SOC Sociologie Field of Study: Sociologie Supervisor: doc. Bernadette Nadya Jaworsky, Ph.D. Year: 2021 Number of Pages: 92 Keywords: gaming theory, lootbox, loot box, societalization, civil sphere, gaming sphere, cultural sociology, thick description, surprise mechanics, social crisis 3
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Abstrakt V této práci se zabývám kulturní analýzou lootboxů skrze lootboxovou kontroverzi z roku 2017 a její vývoj až do konce roku 2020. V první části se zabývám rešerší literatury ohledně teorie gamingu a teorie lootboxů. Poté vysvětlím model societalizace a teorie civilní sféry od Jeffreyho Ale- xandra. Následně představím můj dataset online článků a také metodo- logii hustého popisu a interpretativní analýzy. Poté provedu analýzu lo- otboxové kontroverze za pomocí modelu societalizace. Na závěr zhodno- tím, že lootboxová kontroverze byla sociální krizí. Počet znaků práce: 148 110 4
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Abstract I deal with the cultural analysis of the lootbox by looking at the lootbox controversy from 2017 and how it continued until the end of 2020. First, I provide a comprehensive summary of the literature on the gaming the- ory and theory of lootboxes. Second, I explain in-depth the model of so- cietalization by Jeffrey Alexander and his theory of the civil sphere. Third, I present my dataset of articles and the methodology of thick description and interpretative analysis. Fourth, I analyze the lootbox crisis using the model of societalization. Lastly, I conclude that lootbox controversy was a social crisis. 5
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Declaration of Honor I declare that I have independently prepared the presented master the- sis: Shifting Meanings of Lootboxes in Western Culture and that I did not use any literature or resources other than those indicated. Verbatim or non-verbatim citations are all marked, and their origin is specified. Brno, January 10, 2021 ....................................... Bc. Ondřej Klíma Šablona DP 3.0.6-FSS (2019-11-29) © 2014, 2016, 2018, 2019 Masarykova univerzita 7
SHIFTING MEANINGS OF LOOTBOXES IN W ESTERN CULTURE Acknowledgement I would first like to thank my thesis advisor doc. Bernadette Nadya Ja- worsky, Ph.D. She consistently allowed this thesis to be my own work, but gently steered me in the right direction whenever I needed it. She always found the time to offer helpful advice while also being critical to help me improve my thesis towards my vision. Thank you. I also must express my gratitude to my parents for providing me with unfailing support and continuous encouragement throughout my years of study and through the process of researching and writing this thesis. I also want to thank all my friends who helped me proofread and who suggested even the small changes. This accomplishment would not have been possible without them. Thank you. 8
TABLE OF CONTENT Table of Content List of Images 11 Glossary and abbreviations 12 1 Introduction 13 2 Theoretical Framework 17 2.1 The Gaming, Gamers and Lootbox Research................................... 17 2.2 The Civil Sphere and Non-Civil Institutions .................................... 22 2.3 The Societalization of Social Problems.............................................. 23 2.4 The Gaming Sphere ................................................................................... 27 3 Methodology 32 3.1 Data Selection and Data Collection ..................................................... 32 3.2 Thick Description and Interpretative Analysis .............................. 34 4 The Societalization of Lootboxes 37 4.1 T1 – The Stable State ................................................................................ 39 4.2 T2 – The Beginning of Societalization ............................................... 43 4.3 T3 – The Regulatory Interventions ..................................................... 47 4.4 T4 – The Backlash from the Non-Civil Institutions ...................... 52 4.5 T5 – Social Repair or Stand-off ............................................................. 58 5 Conclusion 64 Sources 69 Appendix A Partial transcript HC 1846 78 Appendix B Guiding Timeline 80 Appendix C Lootbox GIF interpretation 81 Index 89 9
LIST OF IMAGES List of Images Image 1 A poster campaign on Reddit.com in the protest against lootboxes. ....................................................................................................................... 42 11
GLOSSARY AND ABBREVIATIONS Glossary and abbreviations ME:SoW – Abbreviation for the videogame: Middle-Earth: Shadow of War EA – Electronic Arts; videogame publisher IFPI – International Federation of the Phonographic In- dustry CET – Central European Time UK – The United Kingdom US – The United States of America BGA – Dutch Betting and Gaming Act NHS – United Kingdom National Health Service Covid-19 – Coronavirus disease that started in 2019 ESRB – The Entertainment Software Rating Board 12
INTRODUCTION 1 Introduction Gaming is no longer just a pastime activity of a few. The gaming industry grew over the past decades into a giant, providing not only entertain- ment for billions of people but also created new job opportunities as gaming became a profession. According to the IFPI, Motion Pictures As- sociation, Digital Entertainment Group, and New Zoo (Malim, 2018), the gaming industry will (even more) overshadow the film and music indus- try by $258,3 billion by 2023, and it was already in the lead with $101 billion over both film ($49 billion) and music ($16 billion) industries in 2016. Furthermore, like other big entertainment industries, the gaming industry is shifting from a buy-own model towards a “live service” model. Subscription systems and microtransactions are providing a constant stream of revenue as opposed to just buying a game once and playing it for free. This focus on live-services subscription systems and microtrans- actions also created a massive spike in revenue in the gaming industry. NetEase (Knives Out), Activision Blizzard (Candy Crush, Call of Duty, Overwatch, and World of Warcraft), EA (Apex Legends, FIFA1, Madden), Nexon (Dungeon Fighter Online), and Epic Games (Fortnite) earned over $16 billion from microtransactions alone in 2019, and they are just the top 5 gaming companies that have a public earning record (Strickland, 2020). There is a big difference, though. You probably have a subscription, such as Netflix, Spotify, or even Microsoft Office. These subscriptions cost dozens of dollars per month and give you access to digital libraries full of music, films, and serials. We can see similar subscription systems in the gaming industry that let you access digital libraries full of video- games. Where the gaming industry deviates is the use of microtransac- tions. Imagine that you would have to buy a “Tyrion Lannister character pack,” which would include this popular character from Game of Thrones into your serial, and without it, he would not appear. Or maybe you were not satisfied with the ending of Season 8 and would like to buy a different conclusion for just $9,99. What if you purchased the “resistance to poi- soning bundle” so Joffrey Baratheon would survive? These are examples 1 FIFA refers here and throughout the thesis to the game FIFA not the Fédération In- ternationale de Football Association 13
INTRODUCTION of microtransactions. They might seem absurd in the context of serials, but they are common practice in the gaming industry. Microtransactions allow gaming companies to cut and resell content but also may offer gam- ers the possibility to buy advantages over others. This created a cultural tension in what I call the “gaming sphere” regarding fairness and other norms, but also tensions between the gaming and the civil sphere. These tensions surrounding microtransactions, which I will now briefly illus- trate, are at the center of the thesis. The first microtransaction (a fancy armor for a horse) was intro- duced into the critically very well acclaimed and trendy game The Elder Scrolls IV: Oblivion in 2006 (Ransom-Wiley, 2006). Since then, we saw a rise of microtransactions in videogames, generating a considerable part of the revenue for gaming publishers but also concerns for “fair play,” “buying power,” and “compensation for the lack of skill with real-world money” (Williams, 2017). But these concerns were mainly what Alexan- der (2006) would call the intra-sphere problems – meaning that they were contained within the boundaries of a gaming sphere. Everything changed in 2017 when the question: “Are microtransactions gambling?” was added to the concerns over microtransactions. Research into microtransactions is rising in popularity since the public outrage over the monetization in the Star Wars: Battlefront II (competitive videogame) in 2017. The main question contemporary re- searchers from informatics, psychology, and economic studies try to an- swer is: “Are microtransactions in videogames gambling?” As a cultural sociologist, I will be approaching the topic by asking a different question: “Why did the Battlefront II lootbox controversy become a social crisis?” I want to bring the cultural perspective to this (so far) primarily quanti- tative field of study and explore the shifting meanings of microtransac- tions in videogames and how the tension between “Gaming” and civil spheres is being resolved. 14
INTRODUCTION To do so, I will first introduce contemporary gaming and lootbox2 theories alongside my main framework theory of societalization from Jeffrey Alexander (2018) and his theory of the civil sphere (Alexander, 2006). I will then describe what I call the “Gaming sphere” and all the entities and agents it consists of – to help the reader to ease more into the gaming jargon and to clarify inconsistent labels that are used throughout the gaming discourse. In the third chapter, I will explain the methodology behind the collection of my dataset of articles and how did I select them. I will also explain the methodology behind thick descrip- tion and how did I do the interpretative analysis in the following chap- ters. I would like to recommend to the reader to quickly glance at the glossary and abbreviation chapter as well as the Appendix B timeline as both will help them to follow my thoughts throughout my analysis in chapter four. After explaining the theory and methodology in chapters two and three, I proceed with the analysis of the lootbox controversy us- ing the model of societalization (Alexander, 2018) and the “gaming sphere.” The analysis will unfold in accordance with the model time states (T1 to T5), which means that there will be chronological discrep- ancies as I will analyze four countries simultaneously: Belgium, Nether- lands, the United States3, and the United Kingdom. My analysis thus fol- lows the time states (Alexander, 2018) of the societalization process, which have different time frames for each country. Part of the analysis will also be a thick description and interpretation of the “Oral evidence: Immersive and addictive technologies, HC 1846” – UK congress hearing that was ordered by the House of Commons. I will finish with the conclu- sion that the lootbox controversy from 2017 was a social crisis in Bel- gium, the Netherlands, and the UK but failed to start the process of soci- etalization in Hawaii. I also elaborate on the importance of the “gaming 2 I will not describe what a lootbox is in a great detail as my focus is on the lootbox controversy itself, but I invite the reader to refer to the appendix C for an iconograph- ical analysis of the lootbox as a material symbol full of meanings with focus on the gaming sphere. 3 I will be talking only about Hawaii as it was the only state from the US, I was able to find any news articles covering any reaction to the lootbox controversy. Thus, the US may not be fully represented and could be considered a country that remained in T1 since the lootbox controversy remained intra-sphere social drama in the rest of the states apart from Hawaii. 15
INTRODUCTION sphere” as a concept for analyzing gaming via the lens of the strong pro- gram in cultural sociology. But before we delve into the lootbox controversy in question, I want to acknowledge some things first. I am a gamer, although not a profes- sional anymore, and I still have ties and active connections to the gaming sphere. But I am a researcher also, and I hereby acknowledge my possi- ble personal bias that could be reflected in my research, and I have taken all the necessary steps to prevent it. Thus, please consider the choice of a possible protagonist and antagonist in this sociological interpretation as pure literary (there must be the good and bad guy) and empirical choice (as news outlets took the side of the Public and only minority of them defended the game publishers), not my personal one. Now, without further ado, let us explore the lootbox controversy in detail through the analysis of the lootbox controversy that happened in 2017. 16
THEORETICAL FRAMEWORK 2 Theoretical Framework I will now introduce the research on the gaming culture and the lootbox, followed by a brief look at the research in the fields of psychology, poli- tics, and ethics. I will start with a quick introduction to the history of vid- eogames and how they evolved into the videogames of the 21st century. After that, I will introduce contemporary gaming research and how it ap- proaches the study of gaming culture. Next, I will introduce the theory of societalization by Jeffrey Alexander (2018), and I will also briefly intro- duce Alexander’s (2006) civil sphere theory. Lastly, I will describe what the “gaming sphere” is based on the civil sphere theory (ibid.), gaming culture theory, and my conclusions from the analysis chapter 4 are, and my own observations as a gamer and actor from this “gaming sphere.” 2.1 The Gaming, Gamers and Lootbox Research I have selected the scientific papers and books for my theory review based on two separate searches on Google Scholar. Both searches were done on studies from the year 2000 and onwards so I could capture the contemporary research as I am focusing on the developments of video- games in the 21st century. The first one used the keywords: “gaming the- ory,” “gaming culture,” “videogame theory,” “videogame culture,” “gam- ing sphere,” “videogames,” and “games.” The second search used the key- words: “lootbox,” “lootboxes,” “loot box,” “loot boxes,” “gaming,” and “gambling.” I have then selected the first ten studies from each search based on the relevance and citation score Google Scholar uses for ranking the search results. Since November 2017, there was an increase in inter- est concerning lootboxes and gambling mechanics in video games from a whole set of different perspectives covering the fields of political and psychological studies. These fields were prominently present in the sec- ond search, and I have trimmed the second ten initial studies to just four because their conclusion about lootboxes being gambling or unethical were similar and since I was not able to find more sociological papers on the subject of lootboxes. Thus, I decided to focus mainly on the gaming culture in my review and describe what was researched by other fields on lootboxes only briefly – as a baseline of what a lootbox is from a polit- ical and psychological perspective. I have also discarded economic stud- ies as they focused on the macroeconomic effect of lootboxes, which is 17
THEORETICAL FRAMEWORK not my field of interest as I deal with the meanings of lootboxes and how they are experienced rather than just evaluate their monetary potentials. Let us start with what gaming culture is, but first, let me quickly ad- dress why I will focus on the research from the 21st century while video games already emerged as a form of entertainment for kids and adults alike in the 1970 (Whalen and Taylor, 2008). The accessibility of video- games on a variety of devices such as smartphones and tablets allowed the spread of videogames from PC’s and gaming consoles (ibid.) as they grew more powerful to handle more advanced graphical processing. This spread meant that, for example, in the US, more than 150 million people (Entertainment Software Association, 2015) are “gamers” - people en- gaging in the act of playing a videogame. When looking at the US house- holds through this gaming lens – four out of five households have at least one gaming device (ibid.) – be it a gaming capable PC or a console or a smartphone or a tablet. So, while videogames emerged in 1970, the ac- cessibility to them was poor compared to the 21st century (Whalen and Taylor, 2008), and that is the time where research into the gaming cul- ture saw the rise (Cade and Gates, 2016). Dini (2012) even argues that videogames are now a pervasive part of the (broad) culture and that gamers have a culture of their own. Apart from the rise in popularity thanks to the greater accessibility of gaming-capable devices, there was also an emergence of a new type of videogames that helped propel them to the massive numbers they are at now. This evolution from single- player games to gaming experiences of living in self-contained worlds and virtual societies (Young, 2009) started in late 1990. These self-con- tained worlds brought a social factor into the mix – allowing “gamers” to experience living in a virtual world of their choosing. As is apparent from Taylor’s (2006) ethnography of EverQuest in his book Play Between Worlds: Exploring Online Game Culture or in Jakobsson’s (2007) study of the Smash Brothers console clubs – these virtual worlds appear in expe- riences and meaning as real-world does to the gamers that are involved within them. Hand and Moore (2006) concluded in their paper “Commu- nity, identity and digital games” that videogames are unlike any other digital media in the sense that videogames combine communication and entertainment into a mix that influences individual identities and their formation in social interaction. 18
THEORETICAL FRAMEWORK To bring this theory closer to my work, one of the games in the anal- ysis chapter is FIFA. FIFA is a football simulator that supplies this virtual world of football management of your virtual teams – allowing you to “be like a real” manager in charge of your own team, buying players, and win- ning championships. Thus, the engagement (living the experience of a virtual world that is similar to the experiences we have in the real world) that videogames provide now is a very important aspect if one wants to understand the gaming culture. This brings us to the question of under- standing the gaming culture. Elmezeny and Wimmer (2018) argue that gaming cultures are neither totally national nor totally global – meaning that the gaming culture of FIFA “gamers” in Germany shares some char- acteristics with FIFA “gamers” in the UK (ibid.) They criticize Shaw (2010) when she investigated the definition of game culture and pro- vided several based on who plays what and how (Elmezeny and Wim- mer, 2018). I would argue that Shaw (2010) provided a comprehensive literature review that puts culture in the spotlight as she looks on video- games culturally, not (as all the previous studies mentioned) as video- games as a culture. Elmezeny and Wimmer (2018) build up the argument that we can look at videogames as a culture through micro, meso, and macro level analysis, and we should do so comparatively and abandon the one-level (micro or meso, or macro) approach. These approaches are prominent in the few studies I will introduce last as they deal more with the effects of lootboxes on individuals rather than culture. What I will do now is to argue that although I do agree with Elmezeny and Wimmer that we should focus on a broader understanding of gaming cultures – we should also do so culturally. Šisler, Švelch, and Šlerka (2017) argue that the experience that is generated in the local context is connected to the transnational gaming system. I agree, and as Shaw (2010) said: “Game studies have largely focused on validating video game consumption, video game texts, and video game players. Video game studies, however, should be reflex- ive, not reactive. The legacy of cultural studies on which video game studies should draw is not to study culture in games, though that is useful as well, but to investi- gate how video game culture is constructed. This is a critical, not descriptive practice.” 19
THEORETICAL FRAMEWORK I will thus follow in the footsteps of the strong program in cultural soci- ology that can bring the cultural insight gaming studies to need. Through theories of Alexander (2006, 2018), Durkheim (1995), and Geertz (1973), I will describe and define the “gaming sphere” as a highly ab- stract concept that can encompass all the gamers from the US and Europe (as adding Asia, Africa, and Australia is beyond the scope of this thesis). This concept of the “gaming sphere” can thus be used by others to engage with the gaming worlds or gaming cultures as they were described be- fore. Following the work of Alexander (2006) on the civil sphere, I will also describe the actors and their interaction not only within the “gaming sphere” but also outside. This means describing the interactions between the “gaming sphere” and the civil sphere as well as the role the agents (ibid.) play in resolving problems between these spheres. But we must first look at a few other works that will help me understand a particular concept of a lootbox that is the centerpiece of my analysis. I will now briefly introduce the early perspectives of ethics, politics, and psychology. “Two Queens and a Pawn, Please” (Karhulahti and Kimppa, 2018) and “First dose is always freemium” (Kimppa ibid., 2016) provides a new perspective on e-sports as a gamified play with a focus on purchasable customization in games based on their effect (cosmetic, functional, out-game). Karhulahti and Kimppa have also situated the pur- chasable customizations within five demands: money, time, skill, luck, and occasion, upon which they show that some effect and demand com- binations may result in ethical conflict when perceived through the sport-philosophical frame of athletic superiority (Karhulahti and Kimppa, 2018). Griffiths, in his paper: “Is the buying of loot boxes in vid- eogames a form of gambling or gaming?” covers the especially important question of lootboxes being gambling or not. He approaches this ques- tion from both psychological and political perspective arriving at the conclusion that even though lootboxes display symptoms remarkably similar to the gambling addiction, ultimately, it is up to the regulatory entities, such as gambling commissions and game information services, to define what is and what is not gambling and how the law should ap- proach it, especially when kids are concerned (Griffiths, 2018). For a sim- ilar analysis, see Drummond and Sauer (2018), Brooks and Clark (2019), Li, Mills, and Nower (2019), Kristiansen and Severin (2020), and Drum- mond, Sauer, Ferguson, and Hall (2020). In “Loot Boxes and Gambling,” 20
THEORETICAL FRAMEWORK Sztainert outlines the history of lootboxes as a form of gacha games (Jap- anese term for lootbox based game) and its iterations through types of game design and psychological impact upon the player in the form of risk-reward play with the illusion of control and positive reinforcement from the game (Sztainert, 2018). He also, same as Griffiths, stresses the importance of regulatory entities in this process of defining gacha (loot- boxes). Same as Sztainert and Griffiths, Zendle and Cairns (2018) con- cluded that there is enough evidence to suggest regulation of lootboxes, but they also concluded that there is not enough evidence to link loot- boxes to the most problematic forms of gambling. This opposed the con- clusions of Drummond and Sauer (2018), Brooks and Clark (2019), Li, Mills, and Nower (2019), Kristiansen and Severin (2020), and Drum- mond, Sauer, Ferguson, and Hall (2020). While Karhulahti, Kimppa, Griffiths, and Sztainert provided us with a solid definition of what a lootbox is, Erica L. Neely’s comprehensive eth- ical analysis of microtransactions (lootboxes included) in video and mo- bile games provides insight into the psychological play of the possibility of buying advantages in-game. She outlines the important concept of freemium games, which appear to be free to play, but expect a player to invest enormous amounts of money (compared to the standard of €59,99 for a AAA title) and what methods they use to achieve this (Neely, 2018). Neely’s main concern is, however, the ethics of putting micro- transactions into all types of games and, most importantly for my thesis, the difference of ethical perspective between single-player and multi- player games. These works provide solid ground and framework for the concepts of fair-play, e-sport ethics, addiction problems, and differentia- tion between cosmetic and functional in-game purchases. Helpful for es- tablishing the conceptual background for the lootbox and the psycholog- ical play, these studies tend to take the lootbox phenomenon as a fact that happened and does not need to be explained or indeed researched fur- ther. My goal is thus to fill the gap in the research by bringing a cultural- sociological perspective from the strong program and explain these events by answering the question: Why did the Battlefront II lootbox con- troversy become a social crisis? To do so, I will define a concept of the “gaming sphere” – a highly abstract concept that will encompass all the gamers from the US and Europe. Through this concept and Alexander’s 21
THEORETICAL FRAMEWORK (2018) model of societalization, I will analyze the lootbox crisis as well as demonstrate the interactions of the agents from the “gaming sphere” and the civil sphere (Alexander, 2006). This concept of the “gaming sphere” will provide a comprehensive toolkit for further analysis of the gaming world and the problems that arrive within it and need to be re- solved either within or outside its boundaries – in the civil sphere. Gam- ing has become more prevalent than ever in everyday lives, and the gam- ing industry grew exponentially since the 1970s. We need a toolbox that would help us understand all that is gaming, and the “gaming sphere” is that toolbox. Although I will focus solely on the lootbox crisis of 2017 in my analysis here, this toolbox I provide can be used to analyze and un- derstand other problems that are already present or that will arise in the future and that deal with the world of gaming – the “gaming sphere.” Ex- amples of such problems could be the question of videogames and vio- lence (American Psychological Association, 2015), virtual social words (Taylor, 2006, Jakobsson, 2007) and their interaction with the real world, and the current hot topic of games as enablers of gambling (Columb, Griffiths, and O’Gara, 2019). I believe that the “gaming sphere” will help us to understand the meaning and values that play a role in the discourses surrounding these problems and how they are dealt with in the civil sphere. 2.2 The Civil Sphere and Non-Civil Institutions To answer this question, I will first briefly explain Alexander’s (2006) concept of the civil sphere and the non-civil institutions (and spheres). What is the civil sphere? The civil sphere is a kind of “solidarity” sphere in which people share feelings and symbolic commitments to what and how people speak about things and democratic social life (Alexander, 2006). It is a sphere in which community comes to be culturally defined, and to some degree, this cultural definition is institutionally enforced (ibid.). The production of this culture grows from binary cultural codes that are deeply rooted in social life – civil society is regulated by an inter- nally complex discourse that allows us to understand how universalistic ideals have been institutionalized (ibid.). Alexander (2006) identifies two major discourses when it comes to civil society: (1) discourse of lib- erty and (2) discourse of repression. These discourses carry binary cul- tural codes are that govern the motives, relationships, institutions, and 22
THEORETICAL FRAMEWORK actions (ibid.). Each member or institution then strives to be on the sa- cred-liberty side of the binary oppositions (ibid.), and they engage in di- alogs and performances (Alexander, 2018) to remain sacred (Durkheim, 1995). The main agents of the civil sphere are thus the communicative institutions (ibid.) – the journalists from mass media, large associations, and public opinion influencers. In summary, the civil sphere is a sphere of solidarity that is shared across the nation(s) and in which the battle for civil repair – the process of re-evaluating a re-establishing sacred ideal – is fought. This performative battle is engaged in a social drama that is about to become a social crisis (Alexander, 2018), and it is a clash between the civil sphere and the non-civil sphere and/or institutions. So, what are the non-civil institutions, and how do they interact with the civil sphere? Non-civil institutions are institutions outside the civil society (Alex- ander, 2006); they may belong to other spheres, such as economic, sport, or gaming. An example of such an institution can be Facebook, which, for the purpose of this example, I say Facebook belongs to its own sphere – the “social-media sphere” and not to the civil sphere. As such, it could be called out when doing something that threatens the sacred ideals of the civil society, and when that happens, the process of societalization (Alex- ander, 2018) begins. Non-civil spheres usually sustain reciprocity be- tween other non-civil spheres and the civil sphere, and the performative battle, what Alexander (2018) calls the “process of societalization,” is fought only on occasions which he identifies as a social crisis (ibid.). Let us now focus on the actual process of societalization of social problems and how does social drama become a social crisis. 2.3 The Societalization of Social Problems I have to start with Durkheim’s (1995) theory on sacred and profane as it is integral to Alexander’s mode of societalization. Durkheim (1995) po- sitioned this sacred-profane binary as the central characteristics of reli- gion – a unified system of beliefs that relates to sacred things. The sacred represents the interests of the group that is embodied into sacred sym- bols or totems (ibid.). These interests could be, for example, family, unity, or justice. The profane represents the mundane interests of the individ- 23
THEORETICAL FRAMEWORK ual (ibid.). Alexander (2018) builds on this binary and to answer the pre- vious question: “Why did the Battlefront II lootbox controversy become a social crisis?” I heavily leaned on his theory of societalization. Alexan- der (2018) created this model to explain a phenomenon he calls societal- ization of social problems. According to him, societalization is a process through which social dramas are transformed into a social crisis that en- gages civil society and leads to some resolution to the crisis. Let me first distinguish between social drama and social crisis. A social drama is a usually short-term event that may have created some outrage or hit some news outlets, but in the end, this drama did not have a reformative impact on civil society. In short, the drama came and went, and nothing major changed – meaning policies or behaviors and attitudes towards something. Social crisis, on the other hand, is a long-term drama that has evolved into a crisis by the process of societalization, and thus it has long- lasting effects such as changes in policies or changes in attitudes towards something. This process of societalization can be analyzed using Alexan- der’s (2018) model with chronological time states (T). First, we have a stable state (T1). Alexander (2018) defines the sta- ble state as a state in which there is a reciprocity between civil and non- civil spheres. No threat is being felt by either sphere. Any problem that arises remains inside the respective sphere. This state can be compared to the calm sea before the storm, just waiting for some strong incentive to start societalization. This state also encompasses all the social dramas – as they were unable to break through to the next time state (T2) and remain intra-sphere problems. But when the social drama triggers semi- otic codes (Alexander, 2018), it moves to the T2, and societalization be- gins. (T2) can be called the beginning of societalization. Semiotic codes were triggered – meaning the public (civil) attention moves from the in- tra-sphere-institutional to the whole context of the civil sphere (Alexan- der, 2018). This time state employs what Alexander (2018) calls the “civil sphere agents.” These agents are journalists, juries, or senators that ex- ercise their civil power (Alexander 2018) and mobilize resources to un- cover the truth behind the social drama that triggered the semiotic codes. These resources are mainly generated from alarm and fear that comes from the breach the social drama brought. To better understand this con- cept, let me follow up with a hypothetical social crisis example that will 24
THEORETICAL FRAMEWORK take us through time states (T2) to (T5): the “big Facebook data leak” from 2018 (Isaac and Frenkel, 2018). When Facebook leaked user data, it generated outrage at the Facebook institution of what we may call the “social media sphere.” This outrage would then have to trigger the semi- otic codes (Alexander, 2018) – the sense of security and privacy people may associate with their data (posts, pictures, messages) they share on Facebook or in private groups and chats on Facebook. This sense of se- curity and privacy was thus threatened by Facebook, leaking the data to whatever entity breached their servers. Thus, journalists will pick up on this report not just that the data leak happened, but also bring attention to the rights of online security and privacy. These concepts of security and privacy could be considered sacred (Alexander, 2018) – meaning that they are powerful enough to trigger the semiotic codes as these sa- cred values are threatened. The fear and alarm from this revelation in the civil sphere will generate resources for the journalists to cover the inves- tigations thoroughly and policymakers to make regulatory interventions (T3). Let us call time state (T3) the regulatory interventions time state. Here the civil sphere regulators – policymakers and those who hold power (Alexander, 2018) – prepare actions against the non-civil sphere institution (Facebook in our hypothetical example). These interventions are meant to protect the sacred values of security and privacy and to pre- vent their further pollution. In our hypothetical example, Facebook could be monetarily sanctioned, or policies can be proposed that would pre- vent Facebook from handling such data the way it did in the first place. These changes would be all made in the name of protection of the privacy and security of the common people. This is a small blank spot in Alexan- der’s theory (2018) as he presumes that in the civil sphere, there are these sacred universal values that we all share, i.e., freedom, privacy, family, etc. This makes his theory a bit problematic when used in the cross-state analysis as these values may be shared among American pop- ulations in Alexander’s case but may not be shared within other states. I would argue that maybe not all, but there are still some sacred values that are universal even when comparing different states, as I will show in my own analysis of the lootbox crisis in the US and European states. Thus, I hope my work will help with making this theory more generally applicable and as an even more useful toolbox to study the social crisis and social drama. But back to the model. When these interventions are 25
THEORETICAL FRAMEWORK being put into place, the non-civil institution will try to intervene, and thus the social drama moves to the next time state (T4). (T4) can be called the backlash time state. Alexander (2018) de- scribes T4 as the separation of spheres, where the civil and non-civil in- stitutions engage in a performative battle. In our example, Facebook would try to argue that it has the best intentions and did everything to protect the (sacred) privacy and security of its users. This battle will take place not just in media but may also be taken to congress hearings. The goal is always the same for Facebook, show performatively that Face- book is to be associated with security and privacy and not the opposite. Meanwhile, the civil sphere institutions have to investigate and purify (Alexander, 2018) the sacred values of privacy and security. This per- formative battle will then lead to one of two outcomes (T5). Either there will be a stand-off and no civil repair (Alexander, 2018) will occur, or there will be civil repair, and we return to the stable state (T1). I will call (T5) the resolution time state. Here, the resolution to the now possible social crisis will be made. The first option is the stand-off (Alexander, 2018) position. The performative battle was not (yet) won by either side, and thus there is no civil repair – no new policies or changes in behavior and attitudes. This could mean that the social drama will be forgotten with time, and no resolution will come, meaning the process of societalization has failed, and the social drama did not become a social crisis. The second option is the civil repair and the return to the stable state (T1). This could mean, in our example, that there were poli- cies put into place that forced Facebook to allow users to permanently delete their accounts or be able to remove any private information they desire. After these kinds of reparations are successful, the societalization succeeded, and the social drama have become a social crisis with long- lasting effects on the civil and non-civil spheres. The state of both spheres returns to (T1), and reciprocity is restored (Alexander, 2018). Before I describe the “Gaming sphere,” let me first quickly talk about the limit conditions of Alexander’s model. Alexander (2018) presents two limit conditions that could hinder the process of societalization: (1) marginalization and (2) polarization of the civil society. The marginalization in civil society could lead to prob- lems with the resources that civil sphere agents need to act. If something, 26
THEORETICAL FRAMEWORK for example, happened to the Roma in the Czech Republic, there is a pos- sibility that it would not get much coverage in the mainstream media as Roma are a marginalized group as opposed if the same thing happened to the “Little4” Czech. Thus, it may not be just about triggering the right semiotic codes but also about the resources needed for the coverage. The polarization of the civil society means that when during the (T2), there is no one clear “sacred vs. profane side” binary – it becomes extremely difficult for societalization to happen. As Alexander (2018, pp. 23) de- scribes it: “If societies are sharply divided against themselves, however, this growing recognition of anti-civil abuse is not enough. Social indignation can become refracted in a manner that fails to engage the full horizon of com- mon concern.” This paradoxically results in societalization, deepening division in the so- ciety, and sometimes even destroying the civil sphere instead of repair- ing it (Alexander, 2018). 2.4 The Gaming Sphere After presenting what research has been done on gaming, I will now de- fine my concept of the gaming sphere. The gaming sphere is a non-civil sphere that encompasses the (1) world of gaming – the act of playing vid- eogames of any kind, the (2) world of videogame production and (3) dis- tribution, and the (4) world of videogame-related content consumption and (5) production. I will extensively describe the gaming sphere based on my reviewed research (see subchapter 2.1) while also acknowledging the fact that I am a gamer myself and have been for almost two decades. I will thus draw not only from my research but also from my personal 4 The paradox of the Great Czech Nations that sees itself as the king of the world and other nations as flawed, especially Roma while simultaneously Czech describing other Czechs as flawed when referring to specific individuals. See The Little Czech and The Great Czech Nation from Ladislav Holy (1996) for more extensive explana- tion about the little Czech and the Great Czech nation. 27
THEORETICAL FRAMEWORK experience and observations to help the reader better grasp what the gaming sphere is and who are its agents, entities, and institutions, similar to how Alexander (2018) builds up the non-civil spheres in the process of societalization. While Elmezeny and Wimmer (2018) and Šisler, Švelch, and Šlerka (2017) both acknowledged the importance of experi- ences that are generated locally (in videogaming cultures) are connected to the transnational gaming system – they both do so in the paradigm of the sociology of culture. I argue that “gaming culture” deserves its auton- omy and, as such, can be an actor – the gaming sphere. I argue that the gaming sphere is transnational, not local, and similar to Shaw (2010), I think that the cultural approach will help us understand gaming as a world phenomenon better than focusing on videogaming cultures. The understanding of the gaming sphere is crucial for my analysis in the fourth chapter as the lootbox controversy happens in the gaming sphere, and readers unfamiliar with the world of videogames can thus use this concept to better understand the gaming discourse. Alexander (2006) argued that people in the civil sphere shared a set of common moral values that are considered to be sacred. Likewise, I argue that we can find a set of such common values in the gaming sphere that transcend the gaming cultures described by Taylor (2006) and Jakobsson (2007) as well as Elmezeny and Wimmer (2018). Before I start defining the agents and entities in the gaming sphere, I must address the literature so far and how it dealt with specifically the “gamer.” So, let us start with the definition of my concept of gamers. You may have noticed that I have been inconsistent with the use of quotation marks when it comes to the word gamer or gamers. I have used the quo- tation marks to differentiate the use of the label gamer as a descriptor and as a concept. When I wrote “gamer,” it was used as a descriptor in the paper without a further definition or was substituted with a different label – the player. As these labels mean the same thing when referring to the people that are playing (players) video games (gamers) – I chose to use just the label “gamers” in quotation marks. The only exception is when I was talking about Shaw (2012) as she uses gamers as a concept, although not clearly defined as I discussed in the previous chapters. From now on, I will be referring to gamers as a concept, thus without quotation marks. The other entities and agents I describe were not de- fined by the previous literature (Whalen and Taylor, 2008, Cade and 28
THEORETICAL FRAMEWORK Gates, 2016, Hand and Moore, 2006, Elmezeny and Wimmer, 2018) I re- viewed and were used only as labels for actual professions with “gaming” attached to them. I define gamers as people who play videogames on a somewhat reg- ular or recurring basis. This quite general definition is necessary to de- scribe all the people that actually interact with the gaming sphere as the ones performing the act of playing videogames. I will not be dividing gamers into groups that may be heard throughout the gaming discourse as “casual” or “hardcore” gamers, or even by platform as “mobile,” “pc,” or “console” gamers (Shaw, 2010). This extensive labeling system is in- consistent in its definition for each and one subcategory of the gamer and thus ineffective as a describer for an entity from the gaming sphere. Thus, gamer for me is everyone, regardless of the platform they play on or the time they invest per week or per month. What is important is that they do engage in the act of playing videogames and do so somewhat regularly as opposed to people who played videogames once and are no longer ac- tive players. This definition also includes people we may call the “watch- ers” – gamers that primarily watch others play videogames (Gros, Wan- ner, Hackenholt, Zawadzki, and Knautz, 2017), but they do still occasion- ally play videogames themselves. This act of watching while also playing is similar to football fans who sometimes go out with a friend and play their own football matches. Gamers are thus part of the (1) world of gam- ing and (4) world of videogame-related content consumption. Video- games must be produced somehow, and this is where the second entity of the gaming sphere comes in – the game developers. Game developers can be individual persons or institutions which are engaging in the act of creating videogames. They share the same re- lations with gamers as artisans selling their goods on the market and dealing directly with gamers themselves or, more commonly, by using a digital marketplace such as Steam5. Similar to other creators and crafts- men, game developers are called out when their products are of insuffi- cient or lower than expected quality. This may result from three main 5 One of the biggest videogame stores that can be accessed on the address: https://store.steampowered.com/ and users can proceed with shopping as they would in any other e-shop. Other similar marketplaces are GOG, Epic Games Store, and Origin. 29
THEORETICAL FRAMEWORK reasons: (1) the game was published without promised content, (2) the game was published sooner than ready and has stability issues, and (3) the game was overzealously monetized or even allows buying advantage against other gamers with real money. To lift some of the blame from game developers, we have to also talk about game publishers. Game pub- lishers are institutions with significant economic capital that distribute games of their own or other smaller game developers. This causes a problem in the gaming discourse as the line between game publisher and game developer begins to blur, especially when there is blame to take. A great example is the game publisher Activision Blizzard, a parent com- pany of a game developer Blizzard Entertainment, formerly known as Blizzard North. While Activision Blizzard mainly publishes games cre- ated by Blizzard Entertainment, it is also a game developer for other games, such as Call of Duty. Blizzard Entertainment is also cited as a pub- lisher and developer on many of the games they created. Thus, for the purposes of my analysis, I will still distinguish between game developers and game publishers based on the context in the discourse – if I am talk- ing about the act of videogame making, I will refer to the entities as game developers, and if I am talking about the act of videogame publishing, I will refer to the entities as game publishers. There is also a disclaimer to be made that, to my knowledge, there is no virtual videogame market- place owned by an entity that is not a game publisher; thus, I will not categorize the gaming marketplaces as a separate entity as they are re- ferred to through their owners who are game publishers. Now let us fo- cus on the gaming sphere agents. Gaming sphere agents are gaming journalists and content creators. Gaming journalist is a self-explanatory term; they are journalists who fo- cus on the gaming sphere. Content creators are people who create con- tent related to videogames (videos, comedy-shorts, stories, live stream- ing on a platform). Examples of content can be a walkthrough on a game on YouTube, offering one’s thoughts on a social drama in the gaming sphere, streaming gaming on Twitch (Gros, Wanner, Hackenholt, Zawadzki, & Knautz, 2017), and producing news on game-related topics such as updates or changes in the gaming industry. These content crea- tors can be very influential, depending on their viewer/reader base. They can be viewed as Instagram influencers of the gaming sphere – they are offered sponsorships from game developers or publishers as well as 30
THEORETICAL FRAMEWORK other product placement that is usually gaming-related. Similar to Alex- ander’s (2018) civil sphere agents, these gaming sphere agents are the moving force when it comes to moving social dramas to social crisis. They are the communicative institutions (ibid.) of the gaming sphere. When semiotic codes are triggered (ibid.), the gaming sphere agents ex- ercise their power (influence) to investigate and expose practices used by game developers or game publishers that threaten the sacred values of civil society. These practices are then scrutinized as profane and re- quire civil repair (ibid.). I will present two such cases of societalization (ibid.), one successful and one not, in the fourth chapter. 31
METHODOLOGY 3 Methodology Having formulated a research question: “Why did the Battlefront II loot- box controversy become a social crisis?” and chose a guiding theory, I will now focus on the process of selection and creation of my dataset that I have used for the analysis of the 2017 lootbox controversy. I will also shortly describe the method of thick description and interpretative anal- ysis I used during the creation of my lootbox societalization model and interpretation of articles and hearings that I present in the following chapter four, the societalization of lootboxes. 3.1 Data Selection and Data Collection I have collected my analytical dataset in three ways. First, I have searched the indexed internet using Google and Yahoo using the search words: “lootbox controversy,” “lootbox crisis,” “ea battlefront lootboxes,” “loot- boxes laws,” “gaming is gambling,” “are lootboxes gambling,” “lootboxes gambling law,” etc. I will not list all the search word combinations as that would over bloat this paragraph, and since I am not going for a truly ran- dom search as I have to select one of the dozens of the same articles that have been reposted on different sites. So, I have searched each of these search words on both Google and Yahoo as separate search terms and then selected the first twenty hits based on the relevance sorting algo- rithm applied by these search engines. If one of these twenty articles was a duplicate (the same article posted on multiple websites), I have used the Crowd Tangle link checker6 – a chrome extension that searches all the interactions (sharing, liking, commenting with hashtags) to social media sites of a specific article (CrowdTangle, 2016). Using this extension, I was able to determine the most shared article of all the duplicates, and that article was added to my dataset. The second source of the online news articles was the Twitter feed of Jason Schreier (and consequently, due to the Twitter reactionary nature also Twitter feed from other journalists – notably Jim Sterling and Michael Bell). I have chosen Schreier as he is 6 Widely spread tool for investigative journalists and other social scientists that are working with the big data from social networks. Available for free on the Google Chrome Store: https://chrome.google.com/webstore/detail/crowdtangle-link- checker/klakndphagmmfkpelfkgjbkimjihpmkh 32
METHODOLOGY covering the gaming industry since 2010. He is the author of Blood, Sweat, and Pixels – book about game development using insider infor- mation (Schreier, 2017c), and a reporter at Bloomberg News. Previously, he spent eight years at Kotaku (Park, 2020). He has also covered games for Wired and has contributed to outlets such as The New York Times or The Onion News Network. He thus brings the perspective from the inside of the companies (Schreier, 2017c) that were part of the lootbox contro- versy as well as his commentary on the matter. I have selected all articles that were posted there and covered the lootbox controversy, again deal- ing with duplicates using the Chrome extension. Third, I will be sparsely using the comments from the comment section under the selected online news articles, mostly to illustrate certain attitudes or as a piece of anec- dotal evidence. My final data set thus consists of sixty-seven online or video articles and part of the full transcript from the “Oral evidence: Im- mersive and addictive technologies, HC 1846” (see appendix A). I had se- lected this oral evidence specifically as it was discussed in most of the articles when it came out and referenced (specifically the part about “surprise mechanics”) long after its initial release. There is also the ques- tion of time as I did not do all the searches and collection in one month. I have been working on this topic since 2017, and since that, I have been collecting online news articles as I described at the beginning of this chapter. This sadly hinders the replicability of the searches as the rele- vance changes over time and the algorithm Google or Yahoo uses is not public, but I believe that it helped me find the most relevant news articles in the time when the events were actually happening rather than in ret- rospective. Having established the final dataset, I have ordered the articles chronologically and created a timeline (see appendix B) with major events that I have identified and that occurred during the process of so- cietalization of the lootboxes. This timeline should also serve as a guide while reading through chapter four. Based on this timeline, Alexander’s (2018) theory of societalization, and my concept of the gaming sphere, I have constructed the model of societalization of lootboxes that helps us interpret the meanings of lootboxes and monetization in videogames and how the civil sphere reacts to these meanings being shifted inside the gaming sphere. Let me now briefly introduce the methods I used when constructing my societalization model and interpreting the meanings of lootboxes. 33
METHODOLOGY 3.2 Thick Description and Interpretative Analysis Let me first answer the question: Why cultural sociology? Following the strong program (Alexander, 2004), I also treat culture as relatively au- tonomous, and through this paradigm, I can look at the “gaming cultures” and see gaming as an autonomous entity that shapes the cultural mean- ings (in my case, the meanings of lootboxes). I have established in the theory chapter that the predominant paradigm when researching gam- ing is the sociology of culture, with the exception of the work of Shaw (2010) or more quantitative approaches when it comes to politics and psychology outlooks. I have chosen the cultural-sociological approach so I can explore the inner meanings, ideas, and symbolic processes that have an independent effect on social institutions as well as politics (Al- exander 2004). This approach is underutilized when it comes to the re- search of gaming, and one of my main goals is thus to bring this cultural perspective of the strong program together with Shaw (2010) and to help strengthen the cultural-sociological paradigm when it comes to re- searching gaming. I believe, together with Alexander (2004) and Shaw (2010), that cultural sociology can help us produce new social knowledge (in the forms of meanings) that would elude us if we would stick to the reductionist sociology of culture – treating culture as a de- pendent variable. When talking about the strong program in cultural so- ciology, I must also address one of the pillars of the strong program (Al- exander 2004) – the thick description. Thick Description was first introduced by Gilbert Ryle in his chapter The Thinking of Thoughts: What is 'Le Penseur' Doing in 1949 (Ryle, 2009). Ryle (2009) defines thick description as the description that adds the context to behavior as opposed to the thin description, which in- cludes only the surface-level observation of said behavior. Ryle’s (2009) example with twitching and winking an eye clearly distinguishes thick and thin description: Thin description describes the eye as contracting eyelids. The thick description explains the gesture as either winking, fake-winking, parody, or involuntary action. The thick description pro- vides the context and meanings we need to distinguish these different types of “twitching eyelids,” same as I need the thick description to dis- tinguish different meanings of lootboxes – which are not as thin as just a box full of loot. Following Ryle’s work, Clifford Geertz (1973) re-popular- 34
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