Then you're fucking blind and also now on ignore for shitposting.
This is a great point that isn't discussed enough.yep. Especially the virtual currency issue. it obfuscates how much you are actually spending on items. The items should have real dollar values on the items. that also is a MAJOR issue.
Also odds of getting items should not be a secret either that is another big issue with these. even trading cards display all odds of getting item.
You're underestimating what these players are going through and how widespread it is. Addiction manifests itself differently: one person could play World of Warcraft for 3 days straight and die and another could spend $10k on loot boxes. The problem isn't the vice. It's a band-aid that quickly is torn off when that personality attaches to something else.
They do these wild exchange rates for a reason, peoples perception of value gets warped. They give you hundreds of thousands, millions for a 20-60 bucks at a clip and you drain that because you think you have a ton of virtually currency(VC) rinse and repeat.
RNG based game mechanics are not inherently evil, but the lootbox system of microtransactions are designed literally to be as predatory as possible. If you want to talk about how World of Warcraft is as addictive as lootboxes, go for it. I'll say again, I don't think that RNG mechnics in general are predatory to the level that they should be removed from all games, as how they are implemented into the games design and how the player interacts with them determine whether or not we should view them as ethical. One of the most important elements of game design is player feedback and creating a feedback loop where gameplay and "positive" behavior is rewarded, something that RNG systems complement. However, when your entire system is a essentially a tollgate that blocks off game content that's distributed randomly to the player via a system of payments, I see that as predatory and something in need of correcting.
"inherently evil" is a bit confusing because you don't define evil other than monetary loss. What about game addiction that leads to loss of life? Many hours regretted? Plenty of game elements are designed to keep a player occupied playing that product. That's done using predatory techniques that hook you. On a scale, yeah, losing cash is more troublesome but it's all the same system of bells and whistles.
There isn't even an actual solution put forth that helps prevent and treat addictive personalities. What should be corrected here? Why target the vice? If there's alcohol addiction, do we raise the age on alcohol? Do we ban it? Do we make a required alcohol %? What about problem gambling? A lot of places have 18+ restrictions and 21+ in USA, do you believe this age requirement is actually stopping these addictions? Yeah, it's great to want to do better and make it a better system but... I don't know what to tell you, correcting the system doesn't solve the problem. In truth, I kind of hope loot boxes will shine more light on a thoroughly ignored issue of mental addictions.
I looked at what was in a casino. I then remained unconvinced that people spending money on their own volition could be considered predatory.
Bungie did the same for Destiny prior to it having loot boxes, and it got millions to buy an empty shell of a game and play it for tens/hundreds/thousands of hours while continuing to spend money on it. Every major corporation in the world does the same when packaging and promoting all of their products because it increases sales and parts consumers from their money on a more regular basis when they see that packaging and associate it with their previous experience with the product. I don't know where the line should be drawn for loot boxes, or why there even needs to be a line drawn in the first place for that matter. Maybe parental controls are missing something in regards to loot boxes that I don't know about, but that seems like an issue entirely unrelated to what loot boxes are.These companies hire psychiatrists to help make these lootbox/microtransactions systems. You don't need a psychiatrist to make a video game unless you are mentally manipulating someone.
So, in a nutshell: spend money with RNG = bad, no money + RNG = alright. You're not setting up a good reason why RNG systems designed to keep players isn't predatory. There are cases where these types of RNG based games have led to death due to long sessions. Some that aren't even RNG.I'm not establishing "evil" only in regards to monetary value or loss. You're trying to establish that RNG systems are predatory by nature, which I disagree with. How these systems are implemented and designed should be the ways we view them ethically and morally, and the lootbox system of monetization has established itself as decidedly predatory and invasive. RNG systems by themselves should not be removed from video games, but how these systems are implemented, especially in regards to practices that prey psychologically upon a consumer to spend more money, is something that definitely should be corrected if not outright removed. That's what I mean when I say "inherently evil". Also the idea that correcting systems don't 100% solve the issue so why bother is bogus and dismissive, why not just get rid of all laws then? You honestly seem to be arguing in favor of Loot Boxes here.
So, in a nutshell: spend money with RNG = bad, no money + RNG = alright. You're not setting up a good reason why RNG systems designed to keep players isn't predatory. There are cases where these types of RNG based games have led to death due to long sessions. Some that aren't even RNG.
If you want to prevent something and you put in new rules or legislation to make that happen and it doesn't, can you say it was worth it?
You don't seem to understand what the actual problem is, it isn't loot boxes, and it is quite obvious loot boxes are the scapegoat for not wanting better mental health care. I'm surprised there's a lot of chatter about loot boxes nowadays when the signs of addiction were here long before. I suppose developers just rubbed players the wrong way. It makes you wonder how much of this movement is fueled on hating the developers or wanting true help for those actually abused by the system (and this extends outside of lootboxes).
That answer is far more nuanced than "yes or no", and seeing as you want a binary answer, it's pretty obvious you don't care for the larger problem here.
Your talking in circles about player engagement being just as bad as addiction and how we should look at that, but also saying trying to protect people from predatory practices or addiction is pointless, but also trying to argue that people don't really care about protecting people from these systems and its all about getting back at the developers, but also saying lootboxes are good because they allow us to view this problem in a burn it all down approach. I understand that the answer is nuanced, but at this point I'm talking to a brick wall. I'm out. Later.That answer is far more nuanced than "yes or no", and seeing as you want a binary answer, it's pretty obvious you don't care for the larger problem here.
You don't think game addiction that leads to death isn't bad? You're missing the point that predatory practices extend further than just monetization. You're misconstruing a lot here even to the point where you say, " but also saying lootboxes are good because they allow us to view this problem in a burn it all down approach". I could even ask you where that point came from but I doubt you could source it as me.Your talking in circles about player engagement being just as bad as addiction and how we should look at that, but also saying trying to protect people from predatory practices or addiction is pointless, but also trying to argue that people don't really care about protecting people from these systems and its all about getting back at the developers, but also saying lootboxes are good because they allow us to view this problem in a burn it all down approach. I understand that the answer is nuanced, but at this point I'm talking to a brick wall. I'm out. Later.
Yeah, I completely agree with you, which is why "predatory monetization" is a much better term, because it ignores the whole "is it gambling" debate altogether, and just focuses on if it's predatory.Ah I see, well the study is there for all to read, and the writer of the article summed it up as per the title. The information is all there so anyone is free to read it and disagree with if it they like
I mean, they say in the other parts I quoted that they compare lootboxes to scratch cards.
France decided lootboxes were not gambling, but even they expressed concerns that they are similar to gambling in functionality and you could do some sketchy stuff under the current lack of regulation
I think a lot of the real issues are ignored by focusing on the "are they technically gambling" debate
Regardless of the answer to that question, they are still predatory and they are still designed to extract the most amount of money possible from players. Whether they are gambling or not really only matters in the context of do we need new regulations for lootboxes or can they be incorporated into current gambling regulations
Edit: Ah, looks like a mod updated the title anyway
Yeah, I completely agree with you, which is why "predatory monetization" is a much better term, because it ignores the whole "is it gambling" debate altogether, and just focuses on if it's predatory.
Welp, an actual academic study comes to the obvious conclusion, and yet there are still people defending loot boxes. I'm not surprised, but I am also very annoyed that we still have to put up with this shit.
What do you want done? What is the proposal to help those with addictive personailities?Yeah I think that's probably why not many members of the Era lootbox defence force have commented so far
This isn't something that can be handwaived away by shrieking about card games and dictionary definitions
This isn't an 'academic study', this is an editorial, the full text of which is here: https://onlinelibrary.wiley.com/doi/pdf/10.1111/add.14286. I broadly agree that loot boxes are problematic, but this article, thread, and most of the comments in it are blatant examples of confirmation bias. This is the written opinion of experts (on psychology, not games), and that's interesting, but it's not a study, it doesn't contain findings or new evidence specifically about loot boxes in video games.
This isn't an 'academic study', this is an editorial, the full text of which is here: https://onlinelibrary.wiley.com/doi/pdf/10.1111/add.14286. I broadly agree that loot boxes are problematic, but this article, thread, and most of the comments in it are blatant examples of confirmation bias. This is the written opinion of experts (on psychology, not games), and that's interesting, but it's not a study, it doesn't contain findings or new evidence specifically about loot boxes in video games.
I feel they definitely are. That itch to pull again and again until you get the thing ya want is a very powerful tool these companies tap into in certain peoples psyches.
I'm looking at the link to the abstract (something that an editorial does not need, btw) and it is not consistent with the link that you provided. The study is gated for researchers, as far as I can tell, and is not publicly available.
What do you want done? What is the proposal to help those with addictive personailities?
Stopping companies exploiting their weakness for money would be a good start.What do you want done? What is the proposal to help those with addictive personailities?
I'm looking at the link to the abstract (something that an editorial does not need, btw) and it is not consistent with the link that you provided. The study is gated for researchers, as far as I can tell, and is not publicly available.
I don't really understand your point, it's an article on the study, which is also linked in the article and the OP, that sums up the findings of the study, which you agree with, however that's confirmation bias?
Would it not have been confirmation bias if only the study was linked in the OP? Do you think the article is misleading?
Click the link to the study in the OP and click request full text, then click "not a researcher" which is the last option and it asks for for an email address so they can share the full text
I don't really know what the answer is, but are we not allowed to comment on things we see as problematic unless we also have the answer?
I think the real "lootbox defense force" should welcome more studies and steps towards regulation. I like lootboxes, but more transparency and regulation is a good thing for the monetary scheme. The truth is, big games that do it right don't need whales who are a danger to themselves. They get whales because some people can really afford this stuff and don't care about spending a lot of money on it. Hooking addicts who shouldn't be spending money they cannot afford is a consequence, and not really part of the business plan. Many companies are just too irresponsible to take proper steps to stop these people from hurting themselves. Even with proper self-regulation stopping children and problem gamblers from spending more than they can afford, I think the numbers back up that successful lootbox and gacha games will still be very successful. That's the sad part of it all, the people pushing back against regulation are really only giving the entire industry a bad name and looking like greedy idiots if they are execs, or doofus fanboys if they have nothing to gain personally from it.Yeah I think that's probably why not many members of the Era lootbox defence force have commented so far
This isn't something that can be handwaived away by shrieking about card games and dictionary definitions
Sure:
I looked at what was in the OP. I then remained unconvinced that people spending money on their own volition could be considered predatory.
This is a preposterous claim unless you can prove that your request was fulfilled with the editorial. What you are doing right now is spreading misinformation.
As a researcher and scientist myself, this process of requesting access to academic studies is absolutely normal and typical, and not being granted that access does not mean that the study does not exist.
Absence of evidence does not mean evidence of absence. The editorial may very well be based on the findings in the study. We will see soon enough.
- Same title
- Same authors
- Same abstract
- Same quotes
- Same DOI
More importantly, unless I'm missing something, they do not refer to an additional study anywhere in the editorial that we all have access to.
I think the real "lootbox defense force" should welcome more studies and steps towards regulation. I like lootboxes, but more transparency and regulation is a good thing for the monetary scheme. The truth is, big games that do it right don't need whales who are a danger to themselves. They get whales because some people can really afford this stuff and don't care about spending a lot of money on it. Hooking addicts who shouldn't be spending money they cannot afford is a consequence, and not really part of the business plan. Many companies are just too irresponsible to take proper steps to stop these people from hurting themselves. Even with proper self-regulation stopping children and problem gamblers from spending more than they can afford, I think the numbers back up that successful lootbox and gacha games will still be very successful. That's the sad part of it all, the people pushing back against regulation are really only giving the entire industry a bad name and looking like greedy idiots if they are execs, or doofus fanboys if they have nothing to gain personally from it.
And yet you have not produced any evidence to demonstrate the veracity of (or lack thereof) the sources provided by the article. Until you do so, your statements will remain as pure conjecture.
I think it would be helpful to have more warnings, more information about the nature of the rates and content, and easier options to opt-out or block accounts from payment, and refunding improper transactions. Some games already comply with a lot of this on their own. But on a whole industry-wide it's the failure of self-regulation which puts these games in a bad spot.I agree with you here, and I wouldn't go so far as to say they should be banned.
I think it will be difficult to find a middle ground though, as any caps or limits will frustrate "whales" but any system that is built around getting players to buy lootboxes is going to naturally fall into the traps of what the article talks about
Seriously?
I have, accurately, pointed out that the 'study' this thread refers to is, in fact, not a study. I have provided a link to what it actually is, an editorial. I have shown that it is beyond all reasonable doubt the text referred to by the linked article. How are you taking issue with me rather than the dozens of people in this thread who are spreading misinformation?