| >This is a narrative the game industry has been successfully pushing through organized PR campaigns and astroturfing online discussions, of course parents share some responsibility but this angle is disingenuous and lets publishers off the hook too easily. I wouldn't beat yourself up too much here you're aware of the situation and actively involved in fixing it. It is almost entirely the parents' fault. Parents are the ones that have to raise their children, especially when the parents are letting the kid play a game that's meant for somebody 4+ years older. >This + the instantly available secondary market which allows you to gamble with your digital goods/currency is the major difference between this and it's predecessor: baseball/pokemon/magic the gathering card packs. But those exact same things happened with those games too. The reason those card games weren't so popular was that they weren't as fun and they were prohibitively expensive. >Belgium/EU are making strong moves on this but very doubtful we'll see any movement in the US anytime soon, a New Hampshire senator dared to question the situation and was blasted by an aggressive letter from the ESRB claiming loot boxes are not at all gambling. The EU might agree, but that's because the EU makes all kinds of decisions to curb the freedom of its citizens. I say this as a European. And the reason why the ESRB told that senator that lootboxes are not gambling is because they do not fall under the legal definition of gambling. >Most games are just a vessel for the 'marketplace' which is an online casino for kids. The current state of gaming is shocking, regulation is desperately needed. I find it ironic that you're asking for regulation on a topic you seem to be completely ignorant of. Most games do not even have a marketplace. What's shocking about gaming is the amount of misinformation floating around. I guess this is our generation's "video games cause violence." |
That just isn't true. Game publishers and developers these days use psychological tricks to keep people engaged and paying money into them.
>The EU might agree, but that's because the EU makes all kinds of decisions to curb the freedom of its citizens. I say this as a European. And the reason why the ESRB told that senator that lootboxes are not gambling is because they do not fall under the legal definition of gambling.
Lootboxes are gambling no matter how you try to justify them. You pay money for the chance to win a prize with no guarantee you will. Protecting your citizens from predatory practices is not curbing the freedom of it's citizens.
>I find it ironic that you're asking for regulation on a topic you seem to be completely ignorant of. Most games do not even have a marketplace. What's shocking about gaming is the amount of misinformation floating around. I guess this is our generation's "video games cause violence."
There's 2 reasons games don't have marketplaces, neither are because these companies have a heart and want to stop gambling. One is that a marketplace requires trading of some kind. Trading can reduce their income on usually cosmetic items. Look at Overwatch, there's no marketplace because Activision Blizzard know they can make more money through just lootboxes because most people only want a skin for a specific character not a random chance to get something they probably don't want. The other reason is they don't want to be associated with "real gambling". Everyone's seen what's happened with Valve and the fire they've been coming under for just ignoring third party gambling sites for years. But they obviously don't care about the consumer when they're using the same tactics as slot machines to get them to spend as much money as possible.