Respectively, heavily regulated, heavily regulated, poorly regulated but really has to toe the line to not fall into the first bucket, fairly regulated (with shifting attitudes about what they should be, but definitely not unregulated), probably only a problem because this is "gambling" again lately and has been regulated in the past and I suspect may well be more heavily regulated in the near future, and people probably would not generally agree this belongs in the list.
Another way could be limiting feed algorithms to chronological order only.
Another could be limiting what data can be collected from users on these platforms. Or limiting what data could be provided to other entities.
Who knows if these are the best ways to regulate social media, but they would like help mitigate some of the clear harms.
Gambling, alcohol, and gacha games are clearly addictive and frequently are not set up to be in the best interests of the users.
There are billions of casual drinkers / gamblers / gamers who do not show any sign of addiction. I’m really tired to hear the same nonsense repeated again and again. Do a pyschology study of any casino employee that spends 40 hours a week in a gaming venue, or any manufacturer of gaming devices that professionally play games 40 hours a week, and none of these employees exposed to so much gambling / drinking are addicted.
Psychology studies have not established that these items are “addictive”, because if they were, they would be banned all over the world. Nowhere in the western world are they banned, ghey are regulated for “fairness”. There are some individuals that throw the word addiction around without justification, please dont be one of them.
https://www.niaaa.nih.gov/publications/cycle-alcohol-addicti...
You also basically observed that the people selling the addictive thing don't get addicted, which is sort of obvious. You don't get addicted by being near e.g. alcohol and providing it to others. You get addicted by regularly drinking it.
Scientific studies have established nicotine is addictive yet purchase and smoking of cigarettes is legal in most countries.
Those two types of content are about the cheapest TV to produce. Per second of video produced (counting all the unpopular content), short videos might be more expensive, but the costs are very distributed.
> Geopolitics aside, I think everyone is kind of aware that gambling is a vice, and like it or not, this could just be the beginning of our society beginning to scrutinize these platforms.
Not really. TikTok isn't a gambling app.
Here, the payment is your attention, you swipe to the next video to play the game, and the prize if you land on a good video is a small hit of dopamine.
Where are they being regulated at all?
There was a bill introduced in the US that didn't go anywhere. Of course gambling has recently been heavily deregulated in the US so I suppose we can't expect much to be done about gambling in video games right now. https://www.congress.gov/bill/116th-congress/senate-bill/162...
I vaguely recall it in at least one of those state bills to regulate social media for kids (listing it as an addictive behavior that's "harmful to minors" or whatever), but can't find specifics. I don't know whether something has passed anywhere in the US.
https://www.csie.ntu.edu.tw/~hchsiao/pub/2024_ACSAC_lootbox....
"Verifying Loot-box Probability Without Source-code Disclosure"
Just read the abstract