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.
https://sci-hub.tw/10.1038/s41...
Rubbish. I do hope you know the difference between a regular RPG (even a multiplayer one) and an MMO,
You're an idiot, before the internet RPG games COMBIND both single player and multiplayer in the same game. They just RPG's and that had campaign and a multiplayer component. All the PC games during the 90's came with both. Companies got smart because they knew people like you were morons. That's why diablo 3 was "rebranded" an mmo... aka They took diablo which was a game fully within our control and it now requires a server in order for you to play the campaign portions of the game.
Game company CEO's want all games to be "online" and stream the files to your computer so you never control the videogame software, they've been propagandizing to you with PR. Don't think so? Go look at UBISOFT's wet dream.
https://www.gamesindustry.biz/...
Make them help around the house on chores beyond what you would normally expect from them to earn money. Then it's their choice what they ultimately spend it on. You may have to hold your nose, but if you have done it right and given them real life money for the work, they will come to understand how useless those purchases are versus the work they needed to do to get that money.
Below a certain age, children have poor impulse control and it gradually gets better as they get older. There have been studies indicating, in fact, that males do not fully mature in this area until about 30.
So they will not relate doing chores to spending money IRL to spending money in a game, particularly when young.
But they will to habitually learn to spend money on loot boxes, a habit that may not serve them well when they are older and in a casino.
It's less about the money, and more about the bad habits being ingrained in their psyche.