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So obviously we've recently seen the controversy over Star Wars Battlefront II, and EAs egregious lootbox system and the question is starting to be raised by regulatory bodies all over the world.
But does the system actually constitute gambling?
I'm just throwing ideas out there right now from all the videos I've seen...
But on the one hand despite using real money to obtain in game items, the items one gains from using real money are confined in the game ecosystem and doesn't offer any real world monetary reward back.
On the other hand it uses many of gamblings core mechanics, you spend real money for a blind reward, you're disappointed when you don't get one and it can for some people recreat the high of say a slot machine when you get an item you really do want, but ultimately both ways, it encourages you to spend more real world money on what is essentially, useless virtual items.
In the case of Star Wars Battlefront II, you can see in every way the game was designed, it was designed with surgical precision to encourage... Heavily, people to spend more money on these lootboxes in order to gain a gameplay advantage, but it was so egregious and obvious in it's approach that it caused this backlash and ultimately has opened up the discussion to all lootboxes and whether or not they are a massively predatory business practice that's largely aimed at kids.
I have to say after seeing quite a few iterations of these things I have to conclude that in their own way, yes they are in essence gambling, they use almost identical systems of frustration and reward to encourage more and more spending and worst of all, they actually provide 0 value to the game or the player beyond in the vast majority of cases, cosmetic appearance and their implementation and format is extremely predatory to those with a predisposition to gamble.
Whats your thoughts?
But does the system actually constitute gambling?
I'm just throwing ideas out there right now from all the videos I've seen...
But on the one hand despite using real money to obtain in game items, the items one gains from using real money are confined in the game ecosystem and doesn't offer any real world monetary reward back.
On the other hand it uses many of gamblings core mechanics, you spend real money for a blind reward, you're disappointed when you don't get one and it can for some people recreat the high of say a slot machine when you get an item you really do want, but ultimately both ways, it encourages you to spend more real world money on what is essentially, useless virtual items.
In the case of Star Wars Battlefront II, you can see in every way the game was designed, it was designed with surgical precision to encourage... Heavily, people to spend more money on these lootboxes in order to gain a gameplay advantage, but it was so egregious and obvious in it's approach that it caused this backlash and ultimately has opened up the discussion to all lootboxes and whether or not they are a massively predatory business practice that's largely aimed at kids.
I have to say after seeing quite a few iterations of these things I have to conclude that in their own way, yes they are in essence gambling, they use almost identical systems of frustration and reward to encourage more and more spending and worst of all, they actually provide 0 value to the game or the player beyond in the vast majority of cases, cosmetic appearance and their implementation and format is extremely predatory to those with a predisposition to gamble.
Whats your thoughts?