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Avatar as Dominator

Gamification of Gambling in Gacha Systems

ABSTRACT: Numerous studies have investigated the embodiment of avatar figures. Ample papers have postulated a convergence: game avatars embody players and distinct characters. From certain weaknesses in timeliness, prior studies have yet to examine the embodiment of characters in gacha games. Through the case study of Summoner Wars: Sky Arena, this paper illustrates a new possibility in defining the characters as collectibles and uncertainty, complicating the arguments with existing discrepancies in avatar-player relations. The avatar in gacha systems is not only a self-representation and extension in the game world but also building an invisible dominator in the game. Through the third-person vision of the first-person game, collectible characters enhance the game's uncertainty. Playing then becomes a gamification of gambling that players are encouraged to be addicted by the characters’ embodiment. This study concludes an extended instance on gacha systems —— from experimenting to getting hooked, character embodiments create an addictive gaming experience.