The Rise of the Video-Game Gambler (newyorker.com)
Among the more insidious gifts that video games have bestowed on modern culture is the loot box. The New Yorker: A loot box is like an in-game lottery ticket: for a small fee, involving real money, a player can purchase an assortment of items that promise to enhance the game experience. Loot boxes are an appealing source of income for game developers, and they've been integral to the rise of smartphone "freemium" games, which are free to download but can't be fully enjoyed unless the player pays for in-app boosts. For pretty much everyone else, loot boxes are a scourge. Players hate that they have to pay extra just to be competitive. Parents hate discovering, too late, that several hundred dollars in Clash Royale arena packs have been charged to their credit card. And, increasingly, government regulators are thinking that loot boxes look too much like gambling -- gambling aimed at kids, no less.
Belgium and the Netherlands have banned in-game loot boxes as a form of gambling, and Minnesota recently introduced a bill that would ban the sale of games containing loot boxes to people under the age of eighteen. The concern isn't merely prudish. In a finding that will surprise virtually no one, psychologists in New Zealand have discovered that loot boxes do indeed bear troubling similarities to gambling. The researchers, led by Aaron Drummond, of Massey University, looked at twenty-two console games released between 2016 and 2017, from Overwatch and FIFA 18 to Madden N.F.L. 18 and Star Wars Battlefront II. They noted how closely the loot-box system of each game aligned with five standard psychological criteria for gambling, including whether the loot box must be bought with real money, whether it has tangible value in the game or can be cashed out, and whether its contents are randomly determined.
Belgium and the Netherlands have banned in-game loot boxes as a form of gambling, and Minnesota recently introduced a bill that would ban the sale of games containing loot boxes to people under the age of eighteen. The concern isn't merely prudish. In a finding that will surprise virtually no one, psychologists in New Zealand have discovered that loot boxes do indeed bear troubling similarities to gambling. The researchers, led by Aaron Drummond, of Massey University, looked at twenty-two console games released between 2016 and 2017, from Overwatch and FIFA 18 to Madden N.F.L. 18 and Star Wars Battlefront II. They noted how closely the loot-box system of each game aligned with five standard psychological criteria for gambling, including whether the loot box must be bought with real money, whether it has tangible value in the game or can be cashed out, and whether its contents are randomly determined.
More like Cash Royale.
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the virtual barbie craze.. the base game is free, but people are willing to spend stupid amounts of money on skins and models..all cosmetic.
Just a decade ago, such things were scoffed at. Now we have a whole generation of retards buying into this. oh well.
https://sci-hub.tw/10.1038/s41...
Dont like it? then stop buying them.
The only reason Loot boxes are still even a thing is because there are customers for them.
With lotto and scratchers, most of the tickets are worthless. They don't enhance your life, they don't have any monetary value. With a loot crate typically every crate wins something, even if it is minuscule. Maybe you get a different kind of tattoo for your character, or maybe a stupid looking pet. But if you've ever had a handful of worthless scratchers in your hand you'd know what rock bottom really is, and it's not loot crates.
“Common sense is not so common.” — Voltaire
so loot boxes are bad, but legal sports gambling is OK?
If we're going to honest about this, any sort of hidden collectible is the same thing.
Baseball cards, keychains hidden behind opaque plastic so you have to buy 2x the total to "collect them all". Those machines at the grocery store that show you cool things you might get but you always get the crappy temporary tattoo instead. Raffles... prizes you may win....
Anything where you can't just BUY the thing you want and have to brute force it with money.
So if we're gonna be picking on loot boxes can we please do away with packs of trading cards too? I'd rather just buy the whole set and be done with it.
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People will try to apply AI to this. But tell me, when will an AI be able to determine:
When to retain what you have.
When to relinquish what you have.
When to exit the situation at a steady pace, keeping at least one foot on the ground at all times.
When to exit the situation at the maximum velocity possible, even if ground contact is occasionally lost.
Will it work out that attempting to determine P&L status in real time can be counter-productive, and sometimes a per-session summary is sufficient?
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
for years. Go into a pachinko parlor and play until you get a prize. Prize is worthless, but there's a store across the street (usually run by the local Yakuza) who'll trade the prize for way more cash than it's worth. I always wondered why Pachinko was so popular in Japan until I found this out.
Lootboxes are being used for much the same way. At the moment they don't even need the Yakuza for a lot of games because there's people paying big money for in game skins.
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Games have had paid loot boxes for a long time.
I once knew a guy who spent over $10,000 on getting randomized loot playing the North American version of Pangya during the mid-2000s.
... this began way back when game companies took regular RPG's and relabelled them mmo's. Those of us who remember the big scam during the 90's to "convert" normal RPG games to server based rpg game with subscription. AKA instead of buying the game once you 'get the benefit' of paying over and over. It was the first big scam the game industry perpetrated on the public. The reality is market ideology is false, the human brain did not evolve to make rational decisions in a market society.
Broken games, mass spying in windows 10, loot boxes, etc. Is because a large part of the public is just downright irrational and intellectually incompetent, from every class and walk of life. I'm sure there are tonnes of educated professionals that bought world of warcraft... but the problem is our species is fucking shortsighted and ignorant as fuck.
For those us who are rational and won't give our money to criminals, they can grow a new generation of idiot kids, teens who then become adults and think buying software you don't own is somehow normal and the human species eat's it right up.
George carlin said it best about humanity:
https://www.youtube.com/watch?...
The gaming authority said that under current laws, if the items won have a monetary value, a loot box is gambling and gambling is tightly regulated in the Netherlands. They also said that items that cannot be transferred to other people don't have an monetary value, so even though they saw a lot of similarities between gambling and loot boxes containing non-transferrable items, those loot boxes are not in violation of the law. As a result, Steam blocked the selling of in-game items, while the loot boxes remain.
But it's not illegal to run a Pachinko parlor and give out prizes. It's also not illegal to buy those prizes for more than they are worth. Japan has no RICO act so there's no legal framework to tie the two acts together. The people playing at the Pachinko parlor are coming to gamble (Pachinko is not generally a skill based game, it's more like a slot machine). They spend a lot of money hoping to win more than they spend.
Of course the government knows this. The point is to have a quasi-legal form of gambling. It's sort of how drug laws in the United States are enforced. If things get out of control or if you just plain don't like somebody you can send the cops in to bust everybody's chops. Otherwise you leave people be so long as they're not causing too much trouble.
Overall I think it's a terrible system (just like I think America's drug war is terrible) but hey, it's a system.
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Games with Loot Boxes should get the rating "Adult Only".
systemd is not an init system. It's a GNU replacement.
I realized that I've been out of the gaming scene for about 20 years now, and when my kid started to play Clash Royale I decided to jump in as well. If for no other reason, just to bring myself up-to-date with the way gaming is done for his generation.
I also spoke about this with a psychologist, just to have a second opinion of what is happening as I had a feeling that the developers of the game may be playing certain tricks that the kids are likely to fall for.
The game is free-to-play, with "chests" available to buy with real money and with the possibility to win them slowly, in-game.
In addition to stretching the patience of the player (after winning a chest you have to wait 3, 8, 12 of 24 hours to open it) the psychologist confirmed that the game employs a well-known method of creating addiction:
Frustrate the player first and then reward him.
- Whenever you are about to get a valuable chest you are first forced into a losing streak. This happened consistently over a year and a half of observation.
- The losses are meant to induce frustration and make the player try even harder for a win, only to get another loss. The frustration is induced via well-chosen glitches that disappear once the valuable chest is obtained.
Add to this the fact that progress is a logarithmic function of the effort (the require number of "cards" needed to upgrade grows exponentially with the level) and you got a very nice bottomless pit which the impatient will try to fill up with cash.
OMG if I only had mod points
Ever been to one of these? It's basically a 'ticket' casino for very small children. I don't know why/how everyone is okay with this. I am not talking about skee ball where the tickets are just kind of a bonus for doing good in an actual game that existed without tickets. I am talking about the games that are basically a kid version of the casino wheel games:
https://i2.wp.com/dorishigh.co...
http://agrlv.com/wp-content/up...