[HN Gopher] Loot boxes linked to problem gambling in new research
       ___________________________________________________________________
        
       Loot boxes linked to problem gambling in new research
        
       Author : ComodoHacker
       Score  : 132 points
       Date   : 2021-04-03 11:45 UTC (11 hours ago)
        
 (HTM) web link (www.bbc.co.uk)
 (TXT) w3m dump (www.bbc.co.uk)
        
       | gverrilla wrote:
       | There was a very serious situation involving children and
       | gambling and popular streamers on counter-strike global
       | offensive. It was a scandal, but it could have been way bigger.
        
       | intricatedetail wrote:
       | When they are going to tackle dopamine addiction from sites like
       | Instagram or Facebook and how much productivity the country loses
       | to that? Not to mention other health risks and problems. All that
       | compounded by paltry taxes paid by these platforms further
       | sucking energy out of everyone.
        
       | BlueTemplar wrote:
       | I am Duke's complete lack of surprise.
        
       | salamandersauce wrote:
       | While loot boxes are pretty scummy what is this going to mean for
       | CCGs like Pokemon and Magic that essentially sell loot boxes only
       | in physical form? Or baseball cards? Trading cards in random
       | packs have been a thing sold to children for 40+ years now.
        
         | Al-Khwarizmi wrote:
         | And still, I don't know anyone who ruined their life as a
         | result of addiction to buying CCGs or baseball cards (and I do
         | know that many of us learned a few things about economy thanks
         | to them, when we were kids). I'm not saying it can't happen,
         | maybe someone will dig out an example, but it would be an
         | extremely rare edge case.
         | 
         | 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.
        
           | mmacvicarprett wrote:
           | I sounds to me that when you say that many people end up
           | spending totally crazy amounts for their income and
           | essentially ruin their life you are just referring to
           | anecdotes (kid using mom phone with activated credit card and
           | no protections), what makes you think this is a real and big
           | problem?
        
             | Al-Khwarizmi wrote:
             | I play a mobile game with loot boxes (although I don't buy
             | them myself) and I am a frequent user of community forums
             | where players talk about the game. Stories about people
             | with modest income spending thousands a month, and
             | sometimes losing their partner for this reason, are very
             | common. Often a thread comes up on the matter and many
             | people chime in with stories of that kind.
             | 
             | 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.
        
         | ljm wrote:
         | Those can at least hold value over time as you're buying
         | something tangible that can be traded or sold. And I don't get
         | the feeling that going to the local newsagent and buying a pack
         | with your pocket money sets you up for the same kind of
         | addiction that microtransactions and loot boxes can.
         | 
         | 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.
        
           | salamandersauce wrote:
           | Yeah, there's more friction to having to go to a store and
           | buy cards but there is also friction in having to go to a
           | casino or bar to find a blackjack table or VLT.
           | 
           | 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.
        
           | akersten wrote:
           | > Those can at least hold value over time as you're buying
           | something tangible that can be traded or sold.
           | 
           | Ironically, that makes TCG even _more_ like gambling, in
           | contrast to loot boxes which do not provide a cash-value
           | payout.
        
             | bashinator wrote:
             | I'd argue that to the contrary, loot boxes have
             | demonstrated that having a cash-value payout isn't
             | necessary to elicit gambling behavior in people.
        
         | 14 wrote:
         | I think you make a good point and perhaps one day we will see
         | those regulated as well. All we are missing is a news story of
         | some kid who stole his parents money to buy a bunch of these
         | cards and a parent claim it is gambling and we will see legal
         | action.
        
         | Nextgrid wrote:
         | Trading cards at least hold their value to a certain extent
         | (you can resell them if you're no longer using them) and are a
         | physical object that doesn't depend on a "cloud".
         | 
         | 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.
        
         | ThrowawayR2 wrote:
         | Buying a CCG pack is a rather detached process; you fork over
         | you money and you get a foil wrapped packet. You unwrap it
         | afterwards and that's fun but it's clear that an ordinary
         | purchase is occurring. That's much less stimulating than the
         | glitzy animation and audio one gets that is carefully designed
         | to give kids the impression that something special and exciting
         | is happening and to spark that bit of hope that they'll get
         | something good. Add on top of that the additional
         | animation/voice-over when they do get something good to reward
         | them and it's therefore not surprising that children are
         | strongly attracted to it.
        
           | salamandersauce wrote:
           | There is absolutely glitz in card opening. No there's no
           | sparkling lights and sound effects emitted from packs but
           | look at hyper rares or secret rares in Pokemon for example.
           | It's glitz. Special card frames, new holo designs. Always
           | hoping you're going to get that Rainbow Charizard and not
           | crap. Putting the rare at the end of the pack to increase
           | anticipation. Magic has recently extended what is possible to
           | get in packs the same way too.
        
           | [deleted]
        
           | richwater wrote:
           | I don't really think is a strong argument.
           | 
           | 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.
        
             | ThrowawayR2 wrote:
             | There are countless adages like " _Presentation matters_ "
             | in business, " _You eat with your eyes first_ " in cooking,
             | " _Dress for success_ " in interpersonal relations, etc.
             | that all boil down to how appearances and the pomp and
             | ceremony of an interaction can elevate it into something
             | special. That's very well established.
             | 
             | 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.
        
             | hakfoo wrote:
             | Fundamentally, I always wondered if the movement away from
             | physical currency-- whether it's in-pp payments, general
             | ecommerce or just the growth of credit/debit-- has a
             | psychological impact on how we spend.
             | 
             | 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?
        
             | DecoPerson wrote:
             | There's a huge difference.
             | 
             | 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.)
             | 
             | Pokemon 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.
        
               | bluefirebrand wrote:
               | I think a big part of the difference is that a kid is
               | much more aware of the money involved when they hand
               | physical cash to someone.
               | 
               | 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.
        
           | rriepe wrote:
           | That's the old way of doing it. Now you open it years later
           | on a stream in front of thousands of people.
        
         | spinach wrote:
         | Those are at least finite, limited by production and stock.
         | Digital items can be nearly infinite.
        
           | mycologos wrote:
           | "Finite" doesn't seem like a meaningful distinction here, if
           | you're a kid at the limits of "production and stock" buying
           | trading cards, you probably have a problem already?
        
         | david2ndaccount wrote:
         | They are bad as well. I remember stealing as a child to fuel my
         | purchases of Magic cards...
        
         | cmeacham98 wrote:
         | To my knowledge, pokemon card packs are not designed to be as
         | addictive and easy to spend money on as possible in the same
         | vein as loot boxes in video games. Additionally, the
         | requirement to go to a physical store (or order online and wait
         | upwards of a week for shipping) is likely a mitigating factor.
        
       | j4yav wrote:
       | > A spokesman for Ukie, the national games industry body, said
       | that game companies had "already taken action" on the issue.
       | 
       | Ah, well I'm sure it's all just fine then.
        
       | grawprog wrote:
       | There's one mobile game I play semi-regularly. It's a Moba style
       | game riddled with gacha style events and gambling and such for
       | heroes and skins.
       | 
       | 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.
        
       | dalu wrote:
       | Cookie Wall, unreadable
        
         | smcleod wrote:
         | Seems to work fine on iOS in Australia, where are you located?
        
       | WORMS_EAT_WORMS wrote:
       | In other news, water is also wet!
       | 
       | 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.
        
         | Tenoke wrote:
         | >Does anyone know of any casino-gaming companies innovating in
         | this space like tech?
         | 
         | 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.
        
         | tootahe45 wrote:
         | > Does anyone know of any casino-gaming companies innovating in
         | this space like tech?
         | 
         | Cryptocurrency exchanges are the new casinos, and to some
         | extent apps like robin-hood.
        
           | yawnxyz wrote:
           | yeah, and there are literally crypto gambling games out there
           | too. I'd really advise not to play any of them, though
        
         | soulofmischief wrote:
         | They also target children. And they don't just target them.
         | These people have read every book there is about emotional and
         | social manipulation tactics in order to hook people.
        
         | joezydeco wrote:
         | I know a lot of gaming (as in Vegas) developers that were _way_
         | into Facebook games and slots back in the mid 2010s, on the
         | hopes that FB would eventually allow you to cash out FarmVille-
         | type points into USD.
         | 
         | 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.
        
         | rini17 wrote:
         | Maybe it can't really be improved. Do their clientele really
         | want improved roulette or slots? Or even something completely
         | different/complicated like a RPG? I doubt that.
        
           | sneak wrote:
           | There are people who really, really love the video slots that
           | were designed in the 80s for CRTs. They've been upgraded and
           | ported to new platforms and now run on LCDs, but they don't
           | dare change the game or graphics because there are total
           | diehards that are into the specifics just the way they are.
        
         | 2OEH8eoCRo0 wrote:
         | >In other news, water is also wet!
         | 
         | 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.
        
           | WORMS_EAT_WORMS wrote:
           | Agree, just playful commentary here.
           | 
           | 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.
        
             | 2OEH8eoCRo0 wrote:
             | >being posted to a forum where those very engineers
             | congregate
             | 
             | ftfy
        
               | WORMS_EAT_WORMS wrote:
               | The point of the comments were to bring serious
               | discussion to tech's presence in the industry of feasting
               | on humanities worst behaviors -- not to poke fun of
               | article or research.
        
           | alexashka wrote:
           | > Studies on things that are obvious often yield surprising
           | results.
           | 
           | No, they don't. Empirically false.
        
             | eric_h wrote:
             | Empirically false that they "often" yield surprising
             | results - i think the adjective "occasionally" would be
             | more correct.
        
               | [deleted]
        
         | wpietri wrote:
         | > Does anyone know of any casino-gaming companies innovating in
         | this space like tech?
         | 
         | 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.
        
           | acomjean wrote:
           | I've seen that at the slots. People just staring.
           | 
           | 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.
        
             | dade_ wrote:
             | I was just reading about this phenomenon. It seems these
             | machines have been designed to create flow in the gambler's
             | mind. If the win disrupts this flow it is actually annoying
             | to the player.
             | 
             | https://www.vox.com/2014/8/7/5976927/slot-machines-
             | casinos-a...
        
             | sokoloff wrote:
             | A craps table that has recently produced several wins for
             | players (colloquially a "hot table") is an amazing social
             | experience.
             | 
             | 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.
        
               | eric_h wrote:
               | I'm mediocre at poker but generally turn a profit in
               | casino poker rooms. The trick is to never go up against
               | the sharks unless you've got the nuts (for those not
               | familiar, "the nuts" is a poker term that means the best
               | possible hand on the table)
               | 
               | I guess you also have to have developed the ability to
               | identify who the sharks are at a poker table.
        
           | ericbarrett wrote:
           | The saddest thing I ever saw with my own two eyes was at a
           | blackjack table in a smaller, rural casino. I was at a table
           | with my sister and we were playing $5 and $10 rounds.
           | 
           | 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.
        
             | eco wrote:
             | That actually sounds like a much more healthy way to gamble
             | than spending hours at the table/machine chasing dopamine
             | hits. You can plan how much you are willing to lose in
             | advance and more easily stick to it (rather than after
             | hours of the game and casino feeding you chemicals).
        
               | rriepe wrote:
               | He probably _was_ a gambling addict. They develop weird
               | routines like this to deal with it. I knew a guy that
               | would just walk in and play one round of roulette with
               | everything he had planned to spend there, then walk out
               | win or lose.
        
               | indigochill wrote:
               | To his credit, if you're compelled to play roulette,
               | that's the optimal way to play. Every spin is stacked
               | against the player (that is, the payout * the odds of
               | hitting a particular bet are all less than 100%), so
               | minimizing the number of spins minimizes the stacking of
               | the odds against winning.
        
               | rriepe wrote:
               | Yep, that was basically what was going on in his head. He
               | was compelled to go there and gamble but had some control
               | over how. The whole thing reminded me of a methadone
               | clinic.
        
               | j4yav wrote:
               | Joylessly losing as much as possible as efficiently as
               | possible, and then leaving? What's the healthy part? Or
               | do you mean more that it's less acutely harmful than
               | enjoying the games while you lose?
        
               | glouwbug wrote:
               | No, it's more like he sold his coat for $300 and left
               | with the last of his belongings in the duffel bag
        
               | ericbarrett wrote:
               | Sure, I guess. The pall it put everybody under killed the
               | table, though. Even the dealer was sad for him, and I
               | assume a dealer at a rural U.S. casino has _seen things_.
        
           | gonzo41 wrote:
           | The benefit that the tech industry has is that each person
           | carrier their addiction in their pocket and are mostly alone
           | when they look miserable, desperate, and compelled.
        
           | phreack wrote:
           | I used to go to casinos with the idea of spending some money
           | to have a good time interacting with pretty machines, lights,
           | other people -- breaking even would be a win because of the
           | fun times. It took me an embarrassingly long time to realize
           | what I actually wanted was to go play at an Arcade. There
           | aren't any in my city anymore though, and that always makes
           | me sad.
        
           | goatinaboat wrote:
           | _With my product hat on, I could see so much to improve in
           | the computer-driven games like slot machines._
           | 
           | 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.
        
             | anonymousab wrote:
             | A lot of machines in a casino may be quite ancient and we
             | learn new things about manipulating each other every day.
        
             | wpietri wrote:
             | If your point is that the intended owners don't care about
             | player experience except to the extent it maximizes
             | revenue, I agree. But I disagree that there's no possible
             | improvement in those terms.
             | 
             | 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/
             | 
             | [2] https://en.wikipedia.org/wiki/The_Innovator%27s_Dilemma
        
             | fortran77 wrote:
             | Exactly right. This is like all the people here who thought
             | they could unstick the Ever Given.
        
         | polishdude20 wrote:
         | I think even doing this to adults is reprehensible. And what
         | makes a 17 year old not able to manage it but an 18 or 19 yr
         | old is free reign? As I get older, the more I realize we're all
         | just kids but a little bigger. But that shift from being a
         | teenager to an adult didn't make me substantially more able to
         | cope with addiction.
        
         | 29athrowaway wrote:
         | Paid loot boxes in video games come from Japan, a territory
         | where gambling is illegal (except for pachinko parlors, where
         | gambling with added steps takes place) and they're known as
         | gacha.
         | 
         | 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.
        
       | viraptor wrote:
       | > Among the authors' recommendations were that any regulation has
       | extremely precise definitions to avoid any possible workarounds
       | 
       | 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.
        
         | Ensorceled wrote:
         | In context, they mean the law should target any gambling
         | mechanic as opposed to banning "loot boxes". Otherwise the
         | gambling mechanic will come back with another mechanism, say a
         | lucky companion that increases your chances of finding a pot of
         | gold at the end of each rainbow.
        
         | AlexanderDhoore wrote:
         | As I understand it the law in Anglo Saxon countries is closer
         | to the "precise definitions" system, while European Napoleonic
         | Code law is closer to "you know what we mean". In the US you
         | must follow the letter of the law. In France you must follow
         | the spirit of the law. (I'm no expert. So please tell me if
         | this isn't correct.)
        
           | corty wrote:
           | It depends on the area of the law and the field of
           | application. E.g. criminal law and stuff that is meant to cut
           | into civil liberties is very precise and letter-of-the-law
           | style. Any criminal act needs to be defined in the law, you-
           | know-what-we-mean isn't acceptable there. On the other hand
           | consumer-protection, environmental regulations and stuff like
           | that is interpreted more in a you-know-what-we-mean-style. Of
           | course there are areas where both styles overlap.
        
       | diimdeep wrote:
       | IMHO all these free to play MOBA games designed like a crack and
       | feel like TNG episode[0].
       | 
       | 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...
        
       | akersten wrote:
       | I don't like loot boxes. But I'm not egotistical enough to say
       | that just because I don't like something, it should be banned.
       | 
       | 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.
        
         | hombre_fatal wrote:
         | Considering policies that prevent someone from enriching
         | themselves from the ruin of others isn't just based on "not
         | liking it." It's a fundamental decision about the ethics of the
         | society that we want.
         | 
         | Basically everyone agrees with that which is why the question
         | is over how much enrichment should we allow from how much ruin.
        
           | sneak wrote:
           | The fact that "the ruin of others" is entirely consensual
           | means that it is indeed based just on "not liking it".
           | 
           | No victim, no crime.
        
             | shkkmo wrote:
             | Go spend some time with people who have had "consensual"
             | addiction ruin their lives and tell me there is no victim
             | again.
             | 
             | 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.
        
               | sneak wrote:
               | I've spent a lot of time with addicts who have chosen to
               | stop, and a lot of time with addicts who have chosen to
               | continue. To insinuate that the addict has no control or
               | isn't actively making a choice is to dismiss the large
               | percentage of addicts who decide the other way and stop.
               | 
               | There is no victim when someone chooses to harm
               | themselves, any more than there is a victim when someone
               | chooses to better themselves.
        
       | acomjean wrote:
       | Back I the day I played "ultima 3" . In the game as you explore
       | and defeat foes and monsters you find chests with random stuff
       | (free!). But about 10% or so had traps which would injure or
       | poison a member or your party.
       | 
       | Perhaps I learned a valuable lesson..
        
         | ilamont wrote:
         | Doesn't Fallout have booby traps on some locked chests or
         | computer terminals?
        
       | disgruntled101 wrote:
       | Lootboxes were the beginning of the end for the gaming industry.
       | All the visionaries have moved on from triple A games and now its
       | just by the numbers cookie cutter formula games with different
       | underhanded tactics to extract as much money as possible from
       | victims.
        
         | andybak wrote:
         | Either you have a very narrow definition of triple A or you're
         | somewhat overstating the problem.
         | 
         | I'm not saying the problem isn't bad but "all AAA games are
         | cookie cutter money extractors" seems somewhat of an
         | exaggeration.
        
         | yawnxyz wrote:
         | I'd argue this was only the end of the AAA industry, as they
         | all shifted towards monetization, but has catalyzed the growth
         | of indie games -- which are more expressive and artistic than
         | ever before.
         | 
         | Games like Outer Wilds removed any notion for what a game could
         | look and feel and play like, for me
        
       | dalbasal wrote:
       | I think behavioural research like this has value. But, once we're
       | speaking in terms of nudges & clustering... I feel the terms are
       | ambiguous for scientific language.
       | 
       | 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.
        
       | NicoJuicy wrote:
       | Since loot boxes are not allowed in Belgium. I sold a couple of
       | them and got >50EUR ( in relativity out how much I earned with a
       | online game, that's 100%)
       | 
       | 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...
        
       | yawnxyz wrote:
       | loot boxes are designed / deconstructed gambling devices... but
       | also, we see "loot box" design in loads of regular companies too,
       | like when you buy plane tickets or in services where you
       | literally open up a box e.g. Blue Apron
        
         | Monotonic wrote:
         | Those are very different things. The whole point behind loot
         | boxes is that you never know what you're going to get, and it
         | might be quite rare/valuable. With both Blue Apron like boxes
         | and airplane tickets you know and select exactly what you're
         | going to get.
        
           | yawnxyz wrote:
           | I think with airplane tickets the costs can be quite
           | variable, but you're right it doesn't make you want to buy
           | more boxes.
           | 
           | 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.
        
             | vulcan01 wrote:
             | > it always ended up not being worth the price of
             | subscription.
             | 
             | 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.
        
       | cyberlurker wrote:
       | I've seen relatively low income people drop hundreds of dollars a
       | day on loot boxes in games like CS:GO. Until I saw it myself I
       | couldn't understand how these companies were making money. I've
       | also seen accounts with thousands of dollars worth of digital
       | items. I don't want to police behavior too much, but I wish there
       | was some transparency for those people to see how much money
       | they've put in to get to that point. I assume they must have put
       | in roughly 5x what they own.
        
         | chapium wrote:
         | Its not your place to police their behavior because they are
         | adults, not children.
        
           | [deleted]
        
           | socon wrote:
           | Actually, since it creates destructive externalities, it is
           | my place.
        
             | throwaway98797 wrote:
             | and its my place to make sure people like you know their
             | place.
        
               | socon wrote:
               | pick:
               | 
               | 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.
        
               | burnished wrote:
               | Well, you're doing a pretty rubbish job at it. If
               | anything you've just given some one more eloquent the
               | chance to convince an audience of their position, while
               | refusing to yourself offer up any coherent argument. Your
               | strategy just seems counter productive is what I'm
               | getting at.
        
           | Mirioron wrote:
           | Here's what I don't understand: where do children get their
           | money from to compulsively spend on lootboxes?
        
             | leroman wrote:
             | Unsuspecting parents that are not technically inclined
             | enough to block it in advance, happened to my sister.
        
         | sneak wrote:
         | Wait until you see the stats on cigarettes, alcohol, weed,
         | prostitutes, and junk food.
         | 
         | Video games are in a market with lots of healthy competition
         | for dollars.
        
           | retrac wrote:
           | All those are heavily regulated (and usually taxed) in most
           | developed countries.
           | 
           | 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.
        
       | mmacvicarprett wrote:
       | "limited time offers and special deals", like literally any
       | company selling something out there.
       | 
       | "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"
        
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       (page generated 2021-04-03 23:02 UTC)