Microtransactions: the Future of Games? (LootBoxes and Gambling)

I'm always amused by statements like this. Do they have some kind of research study to back a claim that Loot boxes result in people being more likely to experience gambling related issues? Or is it that people that like to gamble purchase loot boxes?

I remember this UK study reported on last year. There have been a number of studies done by different European countries over the past few years and I think most, if not all, concluded that there was an irrefutable correlation.

This has resulted in a number of countries clamping down on loot boxes in various ways, some countries outlawed them entirely, and bunch more insisted the odds of winning were made transparent. This article from 2020 sets out what countries had taken what actions.
 
I remember this UK study reported on last year. There have been a number of studies done by different European countries over the past few years and I think most, if not all, concluded that there was an irrefutable correlation.

This has resulted in a number of countries clamping down on loot boxes in various ways, some countries outlawed them entirely, and bunch more insisted the odds of winning were made transparent. This article from 2020 sets out what countries had taken what actions.

Sure, anything that has chance based rewards is going to trigger gambling addictions in people. Perhaps it was just the way I read it, but the previous statement I linked gave off the impression that they thought loot boxes were the cause rather than just being a symptom of the problem that is gambling.

This really does have me curious as to whether gatcha machines targetting children exist in the UK. They've existed here in the US since at least the 60's and likely earlier.

They are basically little coin operated machines, usually outside of grocery stores or restaurants or other places that families with children would frequent, which you plop a coin into ... turn the handle ... and out pops your random reward (usually some cheap toy). On the front will be something that shows some of the potential "rewards" with the best ones often either not being in the actual machine or just one of them will exist in there. Childrens amusement parks and carnivals would have tons of these as well.

I remember back when The Lord of the Rings movies were still big. One of the machine operators came up with the fantastic idea of putting LOTR character busts in their machines as rewards. I know a lot of people that plunked down over 50 USD trying to get the whole collection. Some of the characters were really rare and hard to get.

I have no idea what the industry used to call these machines so I'm appropriating the more recent Japanese term that is associated with this type of machine in Japan.

Hell, Nintendo's Amiibo is basically a gatcha gambling thing as well with their random reward boxes that you can buy in stores.


Real life loot box you can buy anywhere. :) Comes with 3 random cards and 1 "special" card. I know some children who have purchased 10's of boxes of Amiibo's trying to the one they want.

Regards,
SB
 
This really does have me curious as to whether gatcha machines targetting children exist in the UK. They've existed here in the US since at least the 60's and likely earlier.
Yes, along with all the other 'gotta collect them all' tat toys.
Real life loot box you can buy anywhere. :) Comes with 3 random cards and 1 "special" card. I know some children who have purchased 10's of boxes of Amiibo's trying to the one they want.
Yep, and really these should be regulated too to avoid a double standard. There should be a difference between selling something known versus unknown. The latter is chance, gambling, only not covered by 'gambling' laws as these only pertain to money. Back when those laws were invented, there wasn't the possibility of mass-produced random items. The world's changed and regulation needs to change with it.
 
Why should any of this be regulated? If you don't like loot boxes, don't buy games that have them for your kids.
As time goes on, that severely limits more and more big titles that all the kids want to play. It's also about not getting them hooked onto gambling-type mechanics that are designed to force the player to spend a lot more on the game in order to feel as though they can actually progress and compete.

There's just so much more to this than "if you don't like them then don't buy them"
 
As time goes on, that severely limits more and more big titles that all the kids want to play. It's also about not getting them hooked onto gambling-type mechanics that are designed to force the player to spend a lot more on the game in order to feel as though they can actually progress and compete.

There's just so much more to this than "if you don't like them then don't buy them"

While I'd agree with the sentiment, getting hooked on gambling is more a question of when than it is of whether a person will or won't become a gambler. A person is generally either predisposed to becoming addicted to gambling or they aren't. If they are, then it's just a question of when that addiction will kick in and to what extent. If they aren't then they'll never become addicted.

You can easily see this in children with all sorts of children's gambling activities. Marbles (perhaps not relevant in modern day but was big when I was growing up), for example is all about betting and gambling marbles. Children that are predisposed to gambling will spend a significant amount of their time playing the game and trying to get other children to play the game. Children that aren't predisposed to gambling will quickly lose interest if wagering of marbles is involved. There will be some subset of children that are interested in the skill aspects of playing marbles who will avoid children who are interested in the gambling aspects of marbles.

You can see this play out with collectable card games as well.

IMO, regulations that seek to protect people from themselves at best can only delay addiction to gambling if the person is already predisposed to gambling type activities, or alternatively it'll steer them to alternative expressions of that urge. IE - gambling their life on risky physical activities where one wrong move results in death or physical disablement.

At worst, it just means more underground outlets for it and associated organizations focused on peddling those types of things.

I guess in the end, the most practical potential result of any legislation would be to maybe protect the parent's bank account. :p

It's interesting to see that the only times governments get involved in something like this is when large amounts of cash is involved. You don't see governments getting involved in children playing marbles or card games or board games or pachinko (as long as cash isn't involved) or any other game of chance which has the potential to get children addicted to gambling, for instance. :p So, the intention obviously isn't to protect children from gambling, but more about preventing children from spending a lot of cash on gambling. :p

Regards,
SB
 
My anecdote: gambling is banned by my religion and country and I didn't understand the allure of gambling.

I've been fine with not gambling my time on Destiny 1 and 2. But came destiny 2 with its "everything explodes if you got weapons with this perk".

I suddenly gambled my time, doing repetitive task, again and again. Luckily after I realized what the heck am I doing, I managed to stop.
 
The more countries these publishers can no longer conduct business in the better.
 
the end of Fortnite and similar?

European watchdogs demand game companies stop predatory virtual currency sales to children​

These common sense rules would protect adults just as much as children


 
Fortnite will just list the real price and stop offering discounts on vbucks. They’ll have a single price for vbucks in euros and then show both the vbuck and converted euro price for items in the store. Won’t be a big deal.
 
And they thought the layoffs were bad before ....
Fortnite will just list the real price and stop offering discounts on vbucks. They’ll have a single price for vbucks in euros and then show both the vbuck and converted euro price for items in the store. Won’t be a big deal.


hope it works. These practices are fodder for gambling addiction, and even worse for children. It's embarrassing to see real casinos in games, not just F2P, but even when you've paid for the game, like in NBA 2K and FIFA...
 
Whether you hate them or not, microtransactions aren't going away, and the numbers prove why. More than half of PC revenue in 2024 came from these purchases.

58% of PC revenue came exclusively from microtransactions in games like CoD: Black Ops 6, Fortnite, or Roblox. Those are the usual suspects though. Outside that I wonder how much life there is for microtransactions.

 
Truly don’t understand the hate for skins and cosmetics. The real issue is loot boxes/gambling. CS2 is making a killing off gambling. People buy crates or whatever to get rare skins in hopes of selling them on the market for real money. Rarely seems to come up and people are mad about ninja turtles skins in COD.
 
Truly don’t understand the hate for skins and cosmetics.
The main issue is they have no cost to distribute, and yet they are assigned the same worth as physical products. In the past, these were free unlocks included in the game. The first attempt to monetise with Horse Armour was largely derided, and yet here we other, consumers having been conditioned to accept these costs instead of rejecting them. Now you get far less for your money, where $5 used to be a DLC with levels and items and cosmetics, now it gets you a small hat. And you get games designed from the off with monetisation in mind, meaning changing challenges and balance to encourage cosmetics, including FOMO battlepasses.

In short, in and of themselves there's nowt wrong with optional graphical changes, but their impact on the industry is far greater than just that and just the notion of cosmetics embodies a culture many old gamers will reject.

It's really obvious in low-tier indie games, where they advertise 'skins' as a key component of their games. Everything these days has unlockable and purchasable colour options on the avatar. It's a bit ridiculous to have a $2 cost to change an internal variable from #FF0013 to #0C88ED.
 
Take away skins and game prices have to go up. Gamers will be outraged. Or cut the length of games. Gamers will be outraged. Lay off staff because your revenue is down. Gamers will be outraged. Do anything at all. Gamers will be outraged.

I just don’t get it. I’ve been gaming since the 80s. Skins help gaming companies stay in business. They keep the price of entry low, or even free, and then you pay as much or as little as you want on cosmetics. Seems like a fair deal.
 
I just don’t get it. I’ve been gaming since the 80s. Skins help gaming companies stay in business. They keep the price of entry low, or even free, and then you pay as much or as little as you want on cosmetics. Seems like a fair deal.
So long as their implementation is fair, but they have moved from fair money to player exploitation.

Keep skins in, only charge 50 cents a skin, don't use FOMO, the companies will still make plenty of money if not the billions they want, gamers won't be outraged, and it'll be balanced. So long as the business is operated by the producers wanting as much as possible form the consumers, and the consumers wanting everything for free from the producers, then you'll have conflict, which explains why there is hate for skins and cosmetics. There wouldn't be hate for these if they were operated differently, but that's not the world operates.
 
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