gamesindustry.biz, explored the impact loot boxes have on the spending habits of gamers, with 5 percent of all gamers purchasing the boxes by 2025.
This accounts for around 230 million people.The majority of these loot boxes will be purchased by people living in the Far East and China, according to the projections, with North America coming up behind.In 2020 alone, the randomised boxes generated revenue of $15billion (£10.8billion), seeing another 5 percent jump from the year before.
Despite this, the report projects a slowing of growth over the years. This is due to “consumers become fatigued with loot boxes and legislative constraints limiting the market.” Last month, Epic Games announced compensation in the form of V-Bucks would be given.
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