Loot boxes linked to problem gambling in new research
bbc.co.uk
bbc.co.uk
I'm not saying the problem isn't bad but "all AAA games are cookie cutter money extractors" seems somewhat of an exaggeration.
But I suspect it would probably descend into goal-post moving or quibbling about definitions.
It's doesn't feel worth the amount of legalistic laying down of rules that it would require to be a fruitful debate.
Games like Outer Wilds removed any notion for what a game could look and feel and play like, for me
I don't really think that they're equivalent. If you were to make a Pokemon or Yu-Gi-Oh game that encouraged you to buy digital versions of those packs to make any progress in the game, then I think there would be a better comparison. The fact that those are online-only means that the house can essentially rig the game on the fly and engage in many more unscrupulous practices to keep you hooked. Made all the more easy by having a payment method directly linked.
It doesn't mean that physical CCGs have no addictive properties, of course.
Ironically, that makes TCG even more like gambling, in contrast to loot boxes which do not provide a cash-value payout.
What is progress? To compete in the top 1% of Overwatch you don't need to buy loot boxes at all. To compete in the top 1% of paper Magic or Pokemon you absolutely need better cards that have to be acquired from random packs at some point either by you, an LGS or somebody that sold it to an LGS.
In games with loot boxes, on the other hand, many people end up spending totally crazy amounts for their income and essentially ruin their life.
It's true that there is a continuous scale between baseball cards and the casino, with several factors influencing the level of addictiveness (immediacy, amount of maximum reward, etc.) and it's not obvious where one should set the limit. But there should be a limit, and IMO it should be one that heavily regulates loot boxes (and in particular, forbids minors from buying them) and doesn't touch CCGs or baseball cards. Claiming that we should not touch loot boxes because CCGs are similar would be a textbook example of the continuum fallacy.
Of course, it's still anecdotes. It's impossible to have actual data, as obviously the developers aren't going to give us statistics on how many people are spending unhealthy amounts of money in the game. But my impression (and the impression of most players I know) is that it's quite widespread, and I'm not talking about kids, but adults that just don't know when to stop.
The average quality of mobile games have plummeted. Most companies have no inventive to make good games when they can legally trick children into gambling.
Pokemon, Yu-Gi-Oh and Magic The Gathering cards are still just as good as they were when they first came out, where as a lot of games from ~10-15 years ago no longer have a functional multiplayer mode because the servers hosted by the publisher are down.
You can present it wrapped in whatever glitz (or lack of) that you want, but the process is pretty much the same.
You're exchanging currency for a chance at getting something from a known subset of items.
You could write a terminal program in which people can buy and open loot boxes; I guarantee you it won’t be as “effective” as a fancy loot box ceremony in an AAA video game.
(I put effective in quotes because it depends on what axes you’re looking at.)
Pokémon cards are clearly different enough is enough ways that they don’t cause the same amount of harm to anywhere near as many people as other forms of gambling do (such a pokies machines in bars and loot boxes in video games).
Sure, the core process may be the same, but that’s not all that matters. It’s how it connects to everything else and what the overall resulting effect is.
It's very different than having a number invisibly go down from your playstation gift card or a number invisibly go up on their parent's credit card.
Regarding currency, the real-world monetary cost is kept discreetly out of sight of the player, much like tokens are used in casinos, as part of the sleight of hand. They're not exchanging cold, hard cash; no, no, that would be crass. They're merely exchanging "gems", "crystals", "orbs", etc.
If you have to hand over some number of physical tokens, and actively see your stash of them diminish, it's going to hit differently than letting someone handle your card, and then a number that you have to log into the bank to even see goes down.
I see ads for programs where you give your kids their allowance on a prepaid debit card, so it could get to the point where you could reach maturity without ever touching a dime. Will those kids be as frugal as the ones who got notes?
When you buy a loot box, you get some bits set on your account with the loot-box-seller. You can only resell them if the publisher lets you, and only via publisher-approved methods.
The reason this is a meaningful point of difference is that you no longer have the "I want X, and the only way to get it is to keep buying loot-boxes and hope". If you want a specific M:TG card, someone is happy to sell it to you for the right price; you don't have to dig through booster packs.
2. Lootboxes can be purchased easily with credit cards and can be hidden easily from relatives
3. Login bonus and free pulls
4. CCG is arguably pay 2 play
5. Progression & achievements
6. Nation-wide or international-wide reach
7. Gameplay session and purchasing session most of the time are different
You can gamble for cards in Pokemon or Magic, if you choose to. If you'd rather, you can hand me a list of cards and I can give you an exact to-the-cent price for you to get those. Loot boxes generally don't have that option. The price is anywhere from the price to get a box up to infinity, period.
You can also simply buy knock-offs. They aren't tournament legal, but nobody cares if you're using a Chinese knock off that you bought for $5 because you didn't want to pay $500 for a legit version.
If lootboxes gave players the option to buy and sell the items contained within, I think things would be different. Of course, that would also kill the profitability. If a casual player gets a really rare item right now, they have no choice but to keep it, and the whales have to keep buying boxes to get that item. If they could sell items, that casual player might decide they'd rather cash out that item for $300. Whale pays $300, consumer gets $300, game producer gets nothing. They could charge a transaction fee, but they probably could have gotten the whale to buy $500 worth of lootboxes trying to get that item.
The fact that duplicates are basically worthless doesn't help either. At least with Magic or Pokemon, you'd be hard pressed to buy a $5 pack that you couldn't resell for at least $1. Your worst case is bounded at a 20% return. It is entirely possible, and not at all rare, to get a lootbox full of duplicates and end up with nothing.
The number of players you contact also makes it easy for them to create items that are common to see, but not easy to get. If an item has a 1/20,000 drop rate, and the average player has opened 50 lootboxes, each player has roughly a 1 in 400 chance of having that item. If a Magic or Pokemon card is that rare, you'll maybe see one of them. It'd take a while to play Magic against 400 people. Meanwhile, in a 25 vs 25 game (or just 50 player for stuff like Fortnite), you'll see it in 1 out of every 8 games on average. That makes it seem like it's not too hard to get, right? You see it all the time.
And lastly, lootboxes are generally cosmetic, while trading cards are usually functional (maybe except baseball cards? I don't know if there's a game that goes with those or not). The rarity of cards can have a substantial impact on how the game plays, to the point where you can absolutely ruin the game by making some cards too rare. Nobody wants to play a card game where the winner is determined by who blew more money on their deck. Again, knock offs help with this.
Ah, well I’m sure it’s all just fine then.
Stop regulating externalities, including environmental regulations, civil rights regulations, etc
Regulate externalities, including socially corrosive behavior like gambling, alcohol, excessive drug use, pornography, etc.
It’s incoherent to regulate the ones you dislike and pretend the ones you like have no externalities.
Video games are in a market with lots of healthy competition for dollars.
Like I lean a bit libertarian, but I'm not sure society could handle alcohol being sold for its cost of production at every corner store -- less than $1 a litre of 94% ABV.
https://www.gov.scot/policies/alcohol-and-drugs/minimum-unit...
https://velvetgloveironfist.blogspot.com/2021/03/fantasy-mod...
I find this surprising - shouldn't it go the other way? The more strictly defined your law is, the more space it creates for "tweak just this bit to technically comply". More vague definitions are closer to "you know what we meant" position.
They regularly have these roulette style events which usually have the brand new shiny skin of the moment as a prize among a bunch of other random prizes. Typically, they'll give you a couple free spins, usually after completing some in game tasks, you'll inevitably win the worst of the prizes, leaving a bunch more crap, and the one good prize, only now, the cost has jumped to like a real dollar(in digital diamonds of course) a spin and increases in cost with each spin.
The games are rigged so that the good prize is always the last one you'll win, pretty much every time.
I remember one time, when there was a particularly fancy shiny new skin, I used up the free spins, checked out the rules to see how much it would have cost me to keep going until I got the shiny skin for sure...
It was going to be over $50...for an item that literally does nothing but change your appearance.
The thing is, I ended up seeing not a small amount of people already playing with the skin on the first day of the event...as in they just pumped a bunch of money into the game immediately without really thinking about it.
It's constant though. Last time I played it they had 3 similar roulette events going on at once that would have cost over $100 to win them all.
Then there's the amount of people on there who seem like they're kids who've obviously been playing the gacha shit and spending a bunch of money on these things.
Hell, that game even teaches kids about leasing. They sometimes have an 'event' where you can pay a small amount of diamonds(real money) every day for a month or so for the new shiny skin and as long as you play using it every day for the lease period, you get to keep it...again it works out to cost almost twice as much as just going to the in game shop and just buying a skin...but people seem to do it.
I probably went off on a bit of a ramble about this, but that game's my only real experience with these modern day lootbox gambling style things and I still find it unbelievable that it's so blatantly scammy. It doesn't lie about it either. Every event explains in the rules, you're probably going to lose a bunch of money and you're going to have to basically win everything.
But these events must be popular, they happen constantly and I always see other players who've clearly taken part.
Perhaps I learned a valuable lesson..
That's quite a lot of money for something useless. Even the steam market has some stock characteristics.
https://steamcommunity.com/market/listings/730/AWP%20%7C%20A...
https://www.kotaku.com.au/2018/03/warframe-removed-a-microtr...
Think about what these companies hypothetically could do with data they have on players, combined with access to voice from voice chat they can generate psychological profiles, and easily manipulate people mood by generating different loot or putting certain kinds of people in team together, you could run entire social experiments with 15min iteration time. (typical match length, while thousands matches happen in the parallel)
I am not saying they do that.
But from personal experience in these games I feel that matchmaking is somewhat resembles Conditioning[1] in the way that they put you in teams, 5x losing, 1x winning, reinforcing your addiction to game.
[0]: https://en.wikipedia.org/wiki/The_Game_(Star_Trek:_The_Next_...
[1]: https://en.wikipedia.org/wiki/Reinforcement#Operant_conditio...
It's a couple centuries to late to be pretending that it's just some tragic oopsie
I have been trying my whole career to maintain artistic dignity in mobile gaming, but you gotta realise why and how this has happened.
Apple arcade is trying to help.
This is the same moral panic that would have made arcades and baseball cards illegal. Those both follow the model of "put money in, maybe you'll get a reward." Loot boxes are the 21st century innovation of that mechanic, and if you're going to make an argument about "flashing lights and rigged games enticing young minds" then you better be prepared to argue that Dave & Busters should be shut down too, because that has all of the fanfare and phycological reward structure of loot boxes, plus physical sensations and sensory overload, plus cash value payouts, and yet the kids are alright.
Basically everyone agrees with that which is why the question is over how much enrichment should we allow from how much ruin.
No victim, no crime.
Thus doesn't mean you have to make addictive things illegal, but it does mean that you should investigate mitigation strategies and regulate the industry to prevent deliberate exploitation of these vulnerable people.
There is no victim when someone chooses to harm themselves, any more than there is a victim when someone chooses to better themselves.
With Blue Apron, the quality of ingredients always ends up shifting... some weeks were terrible, and it was always like "oh, maybe next week's box will be better?" In the end, it always ended up not being worth the price of subscription. I think sometimes they'd skimp on the cost/quality of a box, and then lead you to think that staying subscribed for the next week would be worth it.
Not completely analogous to loot boxes, but I think in both cases the design is still influenced by variable rewards systems, just not as obvious as loot boxes.
I mean, this is a given, right? They can't make money unless the price of the contents + shipping is less than what they charge you.
Although, this isn't obvious at sign up.
https://press.princeton.edu/books/paperback/9780691160887/ad...
But in all seriousness, what these companies have done is take gambling to a newer, worst level. It’s just packaged different, but I’m not really opposed to it unless with minors.
A more interesting story is the shifting market. Casino-gaming and sports betting is basically stagnant on innovation and growth because of regulation — trapped to bubble cities or locations — while tech companies are allowed to slap a cute UI on basically the same thing and run wild unregulated anywhere in the world via the Internet.
Does anyone know of any casino-gaming companies innovating in this space like tech? Would be fun to walk into a casino and have it be a real world game experience.
A while back I was in Vegas. I don't gamble but some friends did, so I spent hours wandering the casino floors. With my product hat on, I could see so much to improve in the computer-driven games like slot machines. So many ideas for making things more fun.
What stopped me was watching faces. Most people on casino floors are not having fun. They looked miserable, desperate, compelled. I wasn't looking at play, but addiction. That's not something I wanted to make more of.
what got me was I saw someone win, the sounds and light where amazing, but I think I was more excited than the winner.
If you play a lot maybe you get immune to the sensory overload that is a casino.
If you gamble the game I like to play is craps. It’s more social and a more fun way to loose your money.
I prefer poker for a combination of mental exertion, social banter, and entertainment. You don’t have to be great at it for it to be a very slow bleed of chips and at a lot of low-limit tables, the other players are so fundamentally unsound that you can have a break-even or positive expected-value from fairly basic play that you could learn in a few hours.
I guess you also have to have developed the ability to identify who the sharks are at a poker table.
https://www.vox.com/2014/8/7/5976927/slot-machines-casinos-a...
A man walked in with a duffel bag on his shoulder. It was a chilly day outside but he was in just jeans and a T-shirt. He walked up to the table, pulled a $100 bill out of an envelope, and put it on the table for a cash play.
Busted. -$100.
He pulled out another bill and played another round.
17, dealer had 20. -$100.
Third and final bill.
20. Dealer blackjack.
He didn't say a word, or show dismay, or really have any expression at all. Just slung his bag back over his shoulder and walked out.
Everything about these machines has been painstakingly A/B tested to maximise their intended purpose - there was nothing that you saw that would be considered an improvement by those machines owners.
A/B testing is great for incremental improvement. It's bad for major innovation. Which is why a lot of the pioneering work in engineered addiction is not being done in Vegas but in "game" companies. I note that "gaming" use to mean gambling [1], but now the very term is being taken over. This is classic Innovator's Dilemma territory, where an existing micro-optimized industry segment ignores major changes for way too long.
[1] E.g., https://gaming.nv.gov/
I dislike this mentality that I often see. Common sense can be misleading and humans like to deceive themselves. Studies on things that are obvious often yield surprising results.
A news article insinuating morals about an industry of ridiculously paid engineers creating the most addictive possible behavior, through extremely optimized gambling mechanisms, being posted to a forum of other ridiculously high paid engineers.
It deserves a little jest...
Edit: To be clear, I don’t think being paid well is bad — it’s obviously good thing. I don’t think working for big tech is bad — it’s also a good thing. Just when stuff like this gets posted, the info really deserves “all the cards on the table”. This in particular is extremely greed driven dark corner of tech from the bottom workers to the top workers and honestly I don’t blame any of them.
ftfy
No, they don't. Empirically false.
Cryptocurrency exchanges are the new casinos, and to some extent apps like robin-hood.
Not quite what you asked but prediction markets are perhaps the only gambling space that's both useful and innovating but sadly some jurisdictions like the US are especially harsh on it.
Crypto prediction markets like poly.market or augur (finally picking up steam) come to mind.
They got very good at improving the system to make it increasingly addictive, eventually creating "kompu gacha", a system so addictive that it left thousands of families with telephone bills in the thousands of dollars. That's when regulators intervened and now kompu gacha is illegal.
Loot boxes are meant to be addictive and make you lose track of your spending.
It's pretty apparent that this wasn't going to happen under governmental watch, since it's a literal opening of the barn doors to federally-endorsed gambling. So the developers lost interest and went elsewhere.
AFAIK none of the CuteUI mobile games can covert back to cash, and luckily the idea of a rare skin or weapon has taken the place of cash.
"The report said that many games use a "psychological nudge" to encourage people to buy loot boxes - such as the fear of missing out on limited-time items or special deals"
That is... This probably is useful to the gambling regulator, addiction counselors and such, especially if similar results are found in similar studies. OTOH, they may not hold true in a different country, or 7 years from now, etc.
Conversely... I wouldn't be surprised to find many gambling ads surrounding loot box videos on youtube.
The orthodox scientific approach is to seek generalities. Any clustering of loot box consumption & problem gambling exists on the plane of generalities that the UKGC or addiction charity operate in. It's an awkward place for science though.
Academic pathologies notwithstanding, replication means something different in behavioural sciences... Either that or behavioural science has to be confined to a fairly small realm. Ultimately, what facebook do with their optimization algorithms (or any startup a/b testing) is similar to what gambleaware do. Companies have less need for formal publishing than NGOs, GOs and such. They need a way of informing decisions that convinces the boss, not the world.
Not sure where I'm going with this.