this post was submitted on 09 Aug 2023
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Inb4 "sense of accomplishment" I'm not taking about obviously predatory practices here, more of the basic stuff.

So from what I understand, people are against loot boxes, because they are like gambling for children. I argue that gambling isint inheritly bad, and therefore loot boxes aren't either. The vast majority of people are able to go to a Casio and have a fun night. The vast majority of children can go to chuck E cheese and not become degenerates. Yes some people go overboard with it, but that's the same with alhocol, weed, food, etc.

I think a teenager pulling a double shift and spending some money on a virtual slot machine to win a virtual knife skin or some shit is perfectly fine. Yes, some will go overboard, but I think most people are okay.

Change my view

Edit: down voting because you disagree with me is going to lead to the same echo chamber we had on reddit. I'm actually trying to have a discussion on this

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[–] PenguinTD@lemmy.ca 2 points 1 year ago (1 children)

Just to lay out the points, I think real life stuff like card packs, gacha ball/box, rigged claw/arcade machines are at similar addiction level but slightly better than game loot box. There are aspects why it's worse than even casinos and we(including this generation that heavily inflicted by lootbox) will be paying the aftermath in the future.

For physical gambling, casino is heavily regulated, all the "approved" machine are giving out reward listed in that odd table and they get audited for payout etc. And people can "opt-out" by signing agreement that get themselves banned from casinos in that region per local government regulation. Maybe they want to stop it, or the doctor determine that you don't have the self control etc, there is way to get out of that financial/mental trap and are enforceable by law.

Next, the play for fun but only get some chance to win physical stuff (card packs/gacha/arcade), I don't like them cause it's very obvious designed mental traps that drives people too churn their coins. They have a lot lower barrier of access, their labeling is not regulated like casino(no odd table on the claw machine because apparently it's "skill" issue? yeah right, that's exactly what it's deceiving. ) And if you are not there to just play machine like Racing/DDR/TimeCrisis etc, you have much better time/odd doing those basketball machines. The goal was to have fun doing competition between friends, the reward tickets are just extra. (And if you do the math, those things you can buy at dollar store at much cheaper price. ) For card packs/gacha I've seen fucking grown adult argue with store staff why they can't get the card/thing they wanted, like accuse of staff cheating etc.(while everyone else was there mostly for table top games.) People that are addicted really goes to extreme and disregard what they might inflict to themselves or others.

Last, the loot box, the barrier to access is just the phone, a child can literally click an ad on your phone, install a shiny cute game and started playing and keep pressing the "5 more tries" button, and then they might throw that big button with so many gem that are overflowing the box/bag icon and say you can "save 30% when you buy more with this bundle, plus extra!". And it's up to the parent to gate that access and setup their phone/creditcard in ways to prevent bad thousands of dollars outcome you see in the news. Children does not understand until much later. (if you ever see the herd of pokemon go player with more phones than their limbs can access, it's not healthy "gaming" and is very obvious for any external observer. And they can't ban themselves from this type of access like casino/lottery.)

Future consequence, everything is statistics, when you have a population, you have distribution, certain amount of people will be vulnerable to these type of psychologically refined "experience" and can't get out of that dopamine trap specifically designed to trick your age group. When you have your children age group expose to this type of environment, all the stress for preventing them to get addicted to those game is fully on the parent. What "else" can you attract them more? What's your solution when all they want is 20 more pokemon ball? It's like exposing people that may or may not be alcoholic and treat them with unlimited cheap booze, it's only 25c per hit. Then when certain percentage of them became addicted and have social/mental issues, it's the society's problem to get them back on track. Social support, medication, consulting, extra regulation, etc, etc all the fallout are not the responsibility of those company selling it, you as tax payer will be paying for it. And you know what they do if they make big bucks using lootbox? They hire economist/psychologist to further refine that experience, people that addicted would rather skip snack or better food just to have those extra money to throw at the app. AND, for economics, there is that opportunity cost, the money that sunk into those corp would have be doing something different, which IMO even just spend them on chocolate has better outcome than lootbox. Money that eventually become more addictive app is worse then pretty much anything else.

Saying it's not too bad and you should have self control or parent needs to teach their children properly is the typical misunderstanding of how or why people can become addict and then blame the victim. It's more or less like you don't throw Li-ion battery into fire, it's very violent chemical reaction that there is no stopping once triggered, and for addiction you just need that person and environment to match and then the brain go full steam ahead. They are born vulnerable to that specific substance, thrill of winning and can only regain self control after heavy intervention/regulation. Dare I said it, lootbox games are wiring children's brain so they become more vulnerable to similar stimulation later down the road. I don't have actual study to back it up, it would take another 5~10 years for children playing lootbox games to become adults and then another 5~10 years to study the aftermath.