NPD Group, which tracks video game sales, says that for games released through September 2017, there was no sign of consumer purchase change, positively or negatively, on games that included loot boxes.
The preceding conversation:
CONVERSATION:Conversation:
 P1) What was the overwatch effect?
 P2) Some have argued the increased use of loot boxes in games since "Overwatch" was due to the perception that the act of opening loot boxes is an exciting element for a game for both the player, and those watching the player either on YouTube videos or through live streaming, creating a number of multi-million subscriber video streams solely dedicated to opening loot boxes.
 P1) did this affect the sales of the game?
 P2) 