1. Introduction
Randomized reward mechanisms have become a prominent feature of contemporary digital games. In an idealized constant-rate model, attempts are exchangeable in the following limited sense: conditional on no earlier rare item, the next draw has the same success probability as any previous draw. Pity mechanisms remove this draw-count homogeneity. A hard pity rule truncates the tail by forcing success at a fixed counter value, whereas a soft-pity rule raises the success probability before the hard guarantee. Featured-target rules introduce a second state variable, since the probability of receiving the desired target may depend on whether a guarantee is active.
This paper uses symmetry and asymmetry in this probabilistic sense. The point is not to develop a group-theoretic or physical theory of symmetry breaking, but to use the constant-hazard model as a reference case and to quantify how state dependence changes the induced waiting-time distribution. The resulting asymmetry is visible in the hazard function, the probability mass function, and upper-tail risk measures. This viewpoint is useful because the mean waiting time alone conceals much of the risk structure: two mechanisms with similar expectations may have different quantiles, expected excess values, and completion probabilities.
The broader psychological and consumer-protection literature provides the motivation for studying randomized reward mechanisms. Loot boxes and related random-item purchases have attracted attention because they share structural features with gambling-like reinforcement schedules, and because spending on such mechanisms has been associated with problem-gambling indicators in some samples [
1,
2,
3,
4]. The empirical evidence is not identical across contexts. For instance, Xiao, Fraser, and Newall report weak links between gambling and loot-box expenditure in a preregistered Chinese sample, while also discussing probability disclosures and pity timers [
5]. More recent work has examined compliance with probability-disclosure rules in South Korea [
6]. Outside video games, blind-box consumption has also been studied through curiosity, impulse buying, and price-consciousness mechanisms [
7].
The present paper addresses a narrower mathematical question. Given a pity schedule, how can one compute the mean, variance, distribution, quantiles, tail probabilities, and distributional asymmetry of the waiting time for rare outcomes? The analysis is therefore model based. Its numerical values come from the stated transition rule rather than from observed draw histories, and simulation is used only to check the implementation of the exact recurrences.
Such a format is standard in applied probability. Finite Markov chains, absorption times, and first-step recurrences are routinely used to turn a specified stochastic mechanism into computable expectations and distributions [
13,
14,
15,
16]. Related work on hitting-time distributions for finite or skip-free Markov chains likewise emphasizes explicit recurrences, transforms, and numerical algorithms [
9,
10,
11].
The model considered here has one primary state variable: the pity counter, i.e., the number of consecutive failures since the last rare item. A success resets this counter; a failure increases it by one; and a hard pity limit bounds the waiting time. A soft-pity region is represented by increasing the success probability before the hard guarantee. First-step analysis gives backward recurrences for the expected absorption time. The law of total variance gives a companion recurrence for the variance. A probability-mass recursion then yields the exact waiting-time distribution and, by convolution, exact distributions for sums of independent stages.
The contribution is computational and probabilistic. The paper gives a compact derivation for a soft-pity waiting-time model, interprets pity and guarantee rules as state-dependent departures from a constant-rate baseline, implements exact distributional computation, and reports risk summaries that are not visible from the mean alone. Commercial gacha systems may include additional mechanisms such as featured-item probability-up, 50/50 guarantees, duplicate outcomes, weapon-banner epitomized-path rules, cross-banner carry-over, and player stopping rules. Related economic work has considered gacha-like monetization through prospect theory and optimal pricing [
8]. Those broader questions require additional state variables and behavioral assumptions; here they appear only as extensions or illustrative numerical variants.
The paper is organized as follows.
Section 2 defines the pity-counter model and the representative transition schedule, including its symmetry/asymmetry interpretation.
Section 3 derives exact recurrences for expectation, variance, and the probability mass function.
Section 4 reports the core numerical results.
Section 5 adds scaling experiments, upper-tail risk metrics, distributional asymmetry diagnostics, approximation checks, and a featured-target numerical extension.
Section 6 records further modeling extensions.
Section 7 discusses limitations and reproducibility.