Another point of contention is the randomness of packs. The way you play is: You save up to buy the entire set of boosters and already get almost all cards you need for competitive or fun play. The rest you need to trade for or buy individually. It is much more of a social interaction than gambling. The value you get from saving up and trading is easily 10x what you get from opening boosters.
That's why you will never see a bunch of kids queued up in front of a counter frothing from the mouth saying "just... one more!"
If you want to allow Pokémon cards and not casinos you have to accept that your rule isn't just "kids can't gamble".
Let the child use a separate debit card? Bank cards are personal and work as an authentication factor.
I remember that cartoon. Was it Richie Rich?
Can a 16 year old magically drive a car properly, but a 15 year old can't? Is an 18 year old magically much more capable doing their electoral civic duty than a 17 year old? Is a 21 year old magically able to consume alcohol responsibly, but a 20 year old isn't?
(Or whatever age cutoffs are appropriate for your jurisdiction.)
We define these cutoffs not because they are magical or apply equally to everyone, but because we have to draw the line somewhere, in cases where we aren't going to do a blanket all-ages ban. Sometimes the cutoff is chosen poorly, certainly, but that's a problem with the implementation, not the idea itself.
The actual reasons is that they hope to have captured the childs' reward system by then. Laura Cress must write articles for the BBC if she stopped she would lose her purpose in life and be forced into rehab, she would experience ego death and ostracization until she builds another system approved skill. Current society is heading off a demographic collapse due to this built up debt.
The real problem is that we have invented a society that is less rewarding than a slot machine, not that humans are somehow built wrong. A slot machine or hard drug can only effectively hack ones physiology, a social system can hack the whole stack at once (Physiology, Emotions, Ego, Social belonging). You can give bad actors the pains of withdrawal, peril, existential crisis and social suicide all in one. There are examples throughout very recent history of each layer being captured more perfectly. Even physiology more perfectly than any drug, think enclosure act, 14 hour workdays in industrial England.
Fine, ban lootboxes, but don't pretend it's to protect youths, it's to utilize "children". society is a massively harmful and evil tool, we must acknowledge that it's pure unadulterated evil that wouldn't blink at killing all youths. This is a fact, not an opinion, morals are just an API for humans that the system uses.
However, we can't set up a force of psychoanalysts to assess every member of society and run chmod on them, so we go with a compromise.
This same reasoning applies to sex consent, voting, driving, working.
We want to say "only qualified people can do x" but it's impossible to encode this in regulations and it always boils down to the sorites paradox.
So as a culture we have defaulted to "age is a good a proxy for being qualified".
The proliferation of gambling over so many domains has radicalized me against it in a way that I didn't think would've been possible a few years ago.
I am right with my late grandfather, a Baptist preacher, on the subject of gambling after watching people back home constantly checking their phones during the college bowl games and periodically sighing and cussing over the performance of teams they had never cared about before.
Between the 24/7 gambling and the easy answers machine being in their pockets (“well, ChatGPT says…”), the resulting brain rot hurts my soul.
I grew up in Italy when sport betting was illegal and you had to do it through illegal channels, and I did it now and then like everyone else, and thought we should totally make it legal.
At some point all betting, slot machines etc.. became legal and it's been a disaster and I'm also totally radicalized against it.
On 100 EUR you will get → 79 back, if you put them again in the machine you will get → 62.41 → 49.30 → 38.95 → 30.77…
It Is illiberal but I don't see an argument beyond the slippery slope one at this point in my life.
Aggrieved parties can partly get restoration. That way there never is enough political momentum to legiferate them. Try to resell your Fortnite account and they close it.
Pokemon cards have utility within the game of pokemon. They additionally have value in secondary market places which is not strictly tied to the rarity of the item. These markets are not required to exist for the game to function.
Lootboxes, especially for competitive games, do not have any utility within the game and are often cosmetic. Their value is strictly tied to the rarity of the item which the vendor fully artificially controls. Absent the secondary markets the cases would not be purchased and the items ignored.
So you have a choice. You can make pay to win items and publish the probabilities of actually winning them. Or you can have items that can't be traded. Otherwise you're trending very close to widely known regulated activity like gambling.
Whereas gacha games and lootboxes are notorious for unpublished, ridiculously bad odds for "desirable" things with no way to outright purchase them.
Just ripping packs hurts my soul. What a waste.
I think they're right, really.
Obviously you need to require enough friction that the experiences are comparable (e.g. no letting someone impulse buy 100 times in half a second without having to re-type their "I am an adult" payment info or something analogous, possibly just a hard ceiling for everyone), but I don't think you can ban everything that touches the same sharp edge, and you can't mandate that parents teach their kids how to handle it.
So I think the best you can do is put hard limits on people's ability to hurt themselves without at least an "are you really sure" check, and maybe something like not allowing cash in the exchange without adult verification so the kids might, at worst, gamble their FunBux they earned playing a game and get burned on having lost a lot of FunBux, rather than their or their parents' cash. (This doesn't stop parents from giving their kids their credit card, but that's not really a problem you can solve...)
Why not, though? Is this a general stance against banning anything, or do you think loot boxes, video games and/or kids are different?
In this specific case, it's because I don't think you can whack-a-mole things that tickle the addictive feedback loops in people's brains everywhere faster than people can engineer their ways around it or find new ways to exploit things that do those same things without being caught in the laws, so I think you need to both:
- raise the cost of making it too painful for people who aren't self-moderating enough and keep the most lethal edges off it (e.g. ceilings on how much you can spend, making you have to take active action that takes more than a few seconds so you can't impulse-click and blow a fortune on One More Hit, no feedback mechanisms that incentivize spending more when you already spent a lot...)
- limit how harmful it can be to people who are too young and haven't yet learned what it does to them and that they need to be careful (e.g. use something like having access to a credit card you can input on request as a proxy for verifying you're an adult, and try to ensure any of the foam padded Kid Slot Machines(tm) can't be traded in a useful fashion for cash or paid for with cash, even with verification)
In some sense, the original video games with this kind of feedback loop were arcade games - you got a variable amount of reward for your input token, and they had to give you enough to convince you to keep doing it. Microtransactions with lootboxes are just that feedback loop taken to the logical limit, but I don't necessarily think people who hate microtransactions would consider games like that as a similar evil, precisely because, like physical blind boxes, the quantization and scale is so much smaller, and it's so much higher friction to blow a fortune on it.