Interesting. The Skinner method used in video gaming creates the pull for longer play. Winning at random intervals has been proven to keep a player engaged long after they are even interested in the game, compared to winning each and every time time. In terms of Loot Boxes, offering a biological need like food, water, or sex always has a satiation point where one becomes full and loses interest. However, offering non-biological needs like gold coins and ammunition that will take a player to the next level encourages play long after the player is bored or even uninterested in the game, much like the Skinner theory. Studies I have read show that this does in fact keep a player attached to a game for much longer periods of time.