Interesting read... here is part of the summary:
However, regardless of the direction of causality, the games industry faces a
crisis of conscience. Industry bodies such as the ESRB can no longer claim that
there is little evidence of a link between problem gambling and loot box use. We
call on individual companies within the games industry to remove loot boxes
from their products. When companies include loot boxes in their games, our
results suggest that they are either profting from problem gambling or causing
problem gambling. Loot boxes have no place in video gaming culture.
We also follow Drummond and Sauer in recommending that ratings agencies
incorporate additional parental advisories into games that feature loot boxes. We
recommend that games with loot boxes are restricted to players of legal
gambling age. Given the severity of the link seen here we also strongly
recommend that relevant authorities restrict access to loot boxes as if they were
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Even if there weren't other obvious methodological issues, and there are several glaringly obvious ones, the fact that it was a self-selected paid online survey is problematic at absolute best.
It's certainly not a paper you can say "proves" much of anything.
Personally I'm not a fan of loot boxes. Or, more accurately, I'm neutral on loot boxes themselves -- I prefer letting others make their own decisions, regardless of what I might think -- but I really dislike how their inclusion inevitably warps game design around them.
However, gamers, as a group, are ultimately responsible for these plagues. Pre-order culture, exclusives, blocking cross-play, loot boxes, and all the rest continue to exist, grow, and thrive in gaming because they work -- if they didn't earn companies insane amount of money (waves to CiG) they would have gone the way of the dodo a long, long time ago.
Predatory game companies, pre-order insanity, loot boxes, we like to bitch about these things whilst they become more and more ingrained in gamerdom. EA is voted the worst company on earth over and over -- itself a laughably ludicrous assertion -- while gamers scream about how they'll never buy an EA game and then, moments later, hand over a credit card to pre-order the latest Battlefield or FIFA.
Our collective actions don't come close to matching our collective voice. As a group, gamers lack anything like self-control.
Turning to government to create the control we, both collectively and, in the main, individually seem unable or unwilling to exercise is inevitably going to lead to unintended consequences. We want government to "clean up" the mess, a mess we blame on everyone but ourselves, but inevitably that control we're asking for isn't going to just limit other people's "bad" choices, but also limit your choices in ways you (in the general, not specific) aren't going to like and aren't going to be able to adequately predict beforehand.
Honestly the gambling argument is one of the most dangerous anyone can make, at least as far as MMOs are concerned. To a non-gamer the difference between paying US$15 for a bunch of loot boxes that might give you something you want and paying US$15 for a subscription that allows you to run a dungeon daily that might give you something you want, well that's a thin line indeed.
See i don't mind the loot crates from CSGO that drop skins which can then be resold through the steam marketplace for real cash which in turn you can use to buy games. Those skins from the loot boxes have VALUE. But what EA is doing with their games is corporate thievery on a whole other level.
Aloha Mr Hand !
Microtransaction monetization intentionally targets a select group of players for the majority of its revenue. The idea that gamers should just signal with their wallets they don't enjoy microtransactions is a flawed one if you don't take into consideration the fact that a large portion of gamers already do vote against mtx with their wallets. It doesn't do any good when a whale is throwing them enough money to pay for you and 10 other players to ride for free.
Subs are very different from lootboxes because a sub decision is made on whether the game as a whole seems fun enough to play. Lootbox microtransactions contain items that encourage folks to buy before they even give the game a fair shake (things like mounts and other covenience items encourage players to "pay their way to fun" by paying to eliminate obvious walls of frustration so they can "get to the fun parts").
When you have entities pooling resources like these publishers do, it's isn't some kind of neutral, even playing field anymore.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
So, I shake my head at the lack of dynamic mechanics for crafting and combat. I mourn their loss. And I sigh at the use of randomn rewards, dropped or bought.
We mark a game for mature audiences if it has smoking or nudity. Yet we cringe if we apply the term gambling to the randomn-reward mechanics that seem so popular in so many, modern games. I see nothing wrong with labeling it for what it is. Let adults decide.
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Here is what I said in the OP:
My own take continues to be that they need to give ADULT consumers the information to make informed decisions and then those ADULTS should be able to do what they want. It is also my opinion that these absolutely should be restricted from CHILDREN. Just as Alcohol is restricted. No marketing games to kids and then hiding gambling boxes behind some fake currency of "gems" or "bucks".
Do you see anything wrong with that?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Even so, the conclusion that there is a link between buying lootboxes and problem gambling is probably correct, for reasons having nothing to do with the study. It doesn't make sense to design lootboxes the way that games do unless they're going after problem gamblers.
MMORPGs have been after the addict in gamers since.......MMORPGs
Unlike alcohol that had a proven chemical addiction this study does not show that children are at risk to become gamblers from using loot boxes only that people that like to gamble like to spend money on gambling....Not that revolutionary of a study.
I certainly share some concern about the Nanny State, but I also think that it’s wrong to market and target gambling box games to minors. So I personally view this differently than a soda while acknowledging that some could argue a similarity. It’s a judgment item really and to me, alcohol, tobacco and gambling are across the line.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Coke Rulez!
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Aloha Mr Hand !
When things like in game cash shops made an appearance i condemned them (have never used them) i usually end up leaving said game or just simply boycotting it altogether. No problem to me.
I prefer a 1 month subscription and fully know that everything in game can come my way and know where i stand on cost per month and gameplay. Sadly its all gone money money money and now games are having in game cash shops (that require to be used) game purchase+ expansion packs (at a cost thesedays) and a monthly subscription and also loot crates as well.
I also agree that if players did not use those then yes they would have gone the way of the Dodo practically as quickly as they were implented, but alas people buy them because they cannot help themselves and after a time are so used to it theat it becomes second nature to them and they don't realize how much they are actually spending.
I know 1 person who spent bits here and there 2 or 3 times a week but refused to pay £9 a month for a games monthly subscription because he said it was too much. I asked him how much he spends on these cash shop games and he said not that much, in fact it turned out to be like £50-60 a month and he was shocked
fast forward many years and just like everything else in this world that is corrupt,pay a few people off,then present reasons why to the press/community then bam...casinos...gambling.
I would say it feels like around 40% that every time i go to a variety/corner store,someone ahead of me is buying lottery tickets/scratch n win tickets.The type of people i see buying them would the personality /stereotype,they look like boring low health people,it seems this is their fun on pay days,scratch some tickets,then get excited over a hundred or so bucks if they win.
There most certainly is a problem with sneaky type gambling,more so than full on regulated gambling casinos because these types such as loot boxes try to get around the very topic and laws surrounding gambling.
Never forget 3 mile Island and never trust a government official or company spokesman.
Currently, SOCIETY views gambling, alcohol, and tobacco differently than obesity. I also clearly said "It's a judgment item" and that while I view it differently I can understand other arguments.
Also, your analogy is silly.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
But then you started to loose me with the default anti-regulation fear mongering about "unintended consequences." Maybe you could give a couple of examples of plausible negative consequences that may result from regulating this?
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
There are ways to fix this though and that is to put in a way for people to sell and trade loot-Box items like in PUBG.