Packs of cards also released specific sets with set odds. Games can add or change the contents of lootboxes on the fly, as well as adjust the odds to keep you hooked. They can strategically give you a rare or very useful (for you) item when you've had a long streak of junk to keep you interested, or evaluate your play-style and chats to determine exactly when you're most vulnerable (tired, manic, just got your birthday money, etc).
Loot boxes and gacha mechanics have their place, and can be fun but they are gambling and can also be exploitative. It's worth keeping a close eye on how they're being used and limiting the impact they'll have on kids.
They should be age restricted as well, although that doesn't really work with games as I've heard many stories of mothers buying their 12 year old a copy of Cyberpunk 2077 or other adult rated games.
In essence, yeah, the core mechanic is the same, but the digitization of it fundamentally transforms its ubiquity, how often it can be iterated, optimized for more and more segmented group of kids, etc. I think there is an argument to be made that enough of that can effectively change the character of the activity itself, even if it is at first glance "sorta the same thing."
Also even the real money gambling in a game like FIFA is more dangerous than physical trading cards. With physical cards, you had to go to a store and pay at point of sale. You couldn't easily do that with your parent's credit card and there was always a person on the other end of the transaction to stop you or even just exist as a social obstacle to discourage obscene spending. Those obstacles don't exist with lootboxes. A parent's credit card can easily be added to an account and you don't have to look another human in the eyes to make a purchase.
No, you didn't; mail-order and then online retail in the hobby games industry has existed as long trading card games have.
Having it instantly accessible from your phone makes it so much easier to lose impulse control.
All of those contribute to making it more difficult to buy cards.
Loot boxes, on the other hand, is much easier. Once you store your credit card info, all you have to do is press a button or two.
This is the general idea Nudge Theory (https://en.m.wikipedia.org/wiki/Nudge_theory#:~:text=Nudge%2....) when shaping behavior.