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Virtual currencies in online gaming increase the willingness to pay for loot boxes: an experimental analysis

Published online by Cambridge University Press:  18 May 2026

Niccolò Toccafondi*
Affiliation:
IMT School For Avanced Studies Lucca, Piazza S. Ponziano 6, 55100 Lucca, Italy
Roberto Di Paolo
Affiliation:
Department of Economics and Management, University of Parma, Viale Kennedy 6, 43121, Parma, Italy
Sibilla Di Guida
Affiliation:
IMT School For Avanced Studies Lucca, Piazza S. Ponziano 6, 55100 Lucca, Italy
*
Corresponding author: Niccolò Toccafondi; Email: niccolo.toccafondi@imtlucca.it
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Abstract

This study investigates how in-game virtual currencies influence consumer spending behaviour. In an incentivized randomized controlled trial with 753 UK participants, we estimate the willingness-to-pay (WTP) for loot boxes represented as risky and ambiguous lotteries. We test the effects of virtual currencies, money illusion, and cognitive-demanding (non-intuitive) exchange rates, three practices commonly used to sell loot boxes. Our results show that WTP is significantly higher when transactions are conducted in virtual currencies with a 1:1 exchange rate compared to British pounds, contributing to the debate on the neutrality of virtual currencies and experimental currency units. Moreover, participants in our study are affected by money illusion distortions, regardless of the exchange rate’s intuitiveness. However, we find no evidence that non-intuitive exchange rates affect participants’ WTP compared to intuitive exchange rates of comparable size. These findings highlight the behavioural distortions induced by common monetization practices in games and provide empirical support for the European Commission’s call for stricter regulation of virtual currencies in digital environments.

Information

Type
Original Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press on behalf of the Economic Science Association.
Figure 0

Fig. 1. Summary of the study structure. In the condition assignment phase, each participant is assigned to one condition. In the instructions phase, participants receive instructions on the task and are provided with an example to familiarise themselves with the task. Finally, they are given a set of comprehension questions for which a correct answer is necessary to take part in the study. In the decision task phase, participants are required to report their WTP for 16 different lotteries and complete two attention checks. In the additional question phase, participants are asked some additional questions. Additional question 3 is administered in conditions T1, T0.1, T100, T93 and T107. In the payment phase, participants receive a participation fee of £ 0.4 and a bonus payment depending on the outcome of the lottery

Figure 1

Table 1. Risky and ambiguous lotteries

Figure 2

Fig. 2. Task’s interface in condition T1 and lottery R6

Figure 3

Table 2. Descriptive statistics

Figure 4

Fig. 3. Average WTP across conditions and lotteries in risky and ambiguous lotteries and 95% confidence intervals

Figure 5

Fig. 4. Average difference between WTP across conditions and lotteries and 95% confidence intervals

Figure 6

Table 3. Random effect estimates of the average WTP and Marginal estimates across treatments

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