Mobile Gamer Spends HK$90,000 on Loot Boxes Due to Randomised Rewards
نظرة سريعة
Peter Lee*, a 28-year-old, spent HK$90,000 on loot boxes in mobile games over six years, driven by randomised rewards and a "sunk cost" mentality to obtain desired items for team performance, a practice he started during the Covid-19 pandemic.
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لماذا يهم
Peter Lee, 28, began playing strategic and role-playing mobile games in 2020, spending HK$90,000 on loot boxes over six years to enhance team performance.
Playing strategic and role-playing mobile games has been a major leisure activity for Peter Lee* since he graduated in 2020, when social distancing measures during the Covid-19 pandemic left him with little to do outside working hours.
Unlike console games, Lee gained a sense of belonging in the mobile gaming world, as he could interact and cooperate with players from different countries whenever and wherever he wanted.
To enhance his team’s performance in battles, the 28-year-old bought loot boxes containing stronger weapons, skins and characters, similar to those obtained by fellow players.
As loot boxes contain randomised rewards, Lee often ended up spending significant amounts before getting his desired products, even though each individual transaction was not costly.
A single weapon might cost HK$100 (US$13), but he could cumulatively spend HK$2,000 by the time he acquired the one he wanted. Over the past six years, he has splashed out HK$90,000 on loot boxes.
Lee said gaming companies’ tactics included periodically launching newer, stronger products, and allowing players to draw for free after a certain number of purchases.
“It is a sunk cost. If you cannot obtain what you want, you just continue [buying] … The amount accumulates and becomes huge,” he said.
أسئلة مفتوحة
- How widespread is this spending behavior?
- What are gaming companies' specific revenue figures from loot boxes?
- What regulations exist or are planned for loot boxes in Hong Kong?







