A key difference is that for learning sites, those who hold the purse strings are usually not those who actually use the website. They only need to convince the school administry or corporate procurement, but care little about the actual users.
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Previously, loot box's gain is a probability distribution over (market price - fixed box price). Now it's (market price - rarity price according to Valve).
I think in the end the market will take the Valve price (fixed or with rarity) into account since it's known and the same to everyone. Then it's again just playing against the probability distribution of items.
I had the same question. The author didn't seem to employ the scientific rigor to call things by their correct names. It's as if they're treating it like spelling in a meme.
It's like gym membership or books. If everyone with gym membership would go regularly, the business won't be profitable. Or if everyone only buys a new book after they finish what they have bought, the publishing industry would be in shambles.
These businesses play the probability game. They are actually just insurance by a different name.
A key difference is that for learning sites, those who hold the purse strings are usually not those who actually use the website. They only need to convince the school administry or corporate procurement, but care little about the actual users.