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Could luck aid in PC gaming success?

Computer games feature loot boxes that provide excitement and opportunities to win rewards. This resembles slot machines slightly.

SymClub
May 26, 2024
3 min read
Newsonlinecasinosgermany
Beispiel Overwatch: Um die begehrtesten Items zu bekommen, kaufen Spieler hunderte Kisten. Jede...
Beispiel Overwatch: Um die begehrtesten Items zu bekommen, kaufen Spieler hunderte Kisten. Jede kostet etwa einen Euro. (

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Could luck aid in PC gaming success?

Video games like Star Wars Battlefront 2 and The Lord of the Rings: The Shadow of War have sparked discussions in the gaming community around the concept of "loot boxes." These boxes can be purchased and contain random items of varying value. The question arises: are these boxes a form of gambling?

The target audience of these games - children and adolescents - adds fuel to this debate. While youth protection plays a significant role in traditional gambling, there is no regulation in this area for computer games. Several influential figures in the gaming industry have called for a change in attitude from authorities, and they believe that the corresponding content should be classified as gambling. For instance, famous American YouTuber "TotalBiscuit" discusses the topic in length and urges the media supervisory authority ESRB to impose some sort of age restriction.

TotalBiscuit also shared his personal experiences with loot boxes. He spent money on progress in the mobile game "Clash Royale" and experienced the same feelings as gambling addicts - frustration when receiving worthless items and the urge to keep buying boxes to get a win. He received a feeling of euphoria when winning, trying to replicate that experience. In total, he spent over $1,000 on a game that could be played for free. The psychological mechanics seem to parallel those found in gambling. But is that enough to call them gambling?

Official Stances

In response to the ongoing discussion in the media, the authorities have now also made their stance clear. The German USK (Understanding Software Self-Regulation) handles age ratings for computer games and has issued a statement. In essence, the problem lies in the current definition of gambling. Since no monetary wins are promised in computer games, they fall outside the legal framework. In addition, players always receive something for their money. However, not necessarily the desired object and it might not be valuable. Thus, these titles can be compared to trading card games or raffles at the fair. Just because money is spent for a random result is not enough.

The USK is critical of loot boxes. Their reviewers are aware that virtual items in some games are traded for real money. However, they see the responsibility for this on the platforms themselves, not the games. The authority emphasizes that the definition of what constitutes gambling is up to the individual countries. They can only check based on these decisions.

The American rating board ESRB also shares a similar view. It adds that the promised winnings in most cases only have a value in the game and therefore do not constitute gambling in the real sense. They do not mention, however, that the exchange into real money, possible on many platforms, is often facilitated by third parties.

What Defines Gambling?

Gambling refers to an entertainment activity where people risk money or other valuables on a game of chance. The outcome is determined by chance, not by skill or strategy. The aim is to win money or other valuables. This is different from loot boxes, where players receive random items in exchange for money. While the items may have a monetary value within the game, they are not necessarily worth real money. The psychological mechanisms behind loot boxes, like the desire for a win and the feeling of euphoria when it occurs, are similar to those found in gambling, but the fact that players always receive something for their money sets them apart from traditional gambling.

Since May 2017, the legal situation in China has evolved. Developers must now at least show the probabilities of their random systems. This allows customers to better evaluate whether it's worth spending money. In the West, these numbers are kept secret, unlike slot machines, whose quotas are even independently verified. Blizzard Entertainment demonstrated the importance of keeping players in the dark about their chances. The American company, which introduced the loot box system with its game "Overwatch," ended up circumventing the transparency requirement in China by offering the boxes for free instead of revealing their numbers.

The perfect balance of odds is essential to the success of this business model - and any gambling. The odds must be high enough to give players hope for a good outcome, but also low enough that they have to spend a lot of money to acquire the desired items. The fact that this model is more successful than direct sales has been illustrated by Blizzard Entertainment with their game "Heroes of the Storm." Originally, everything could be bought directly, but now, there are only loot boxes.

Whether these systems are actually gambling will continue to be debated. The mechanics are undoubtedly reminiscent of slot machines, with flashy openings of the boxes and special sound effects. Furthermore, the process can be repeated for a small fee repeatedly. In terms of marketing to minors, there is definitely an uneasy feeling.

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Source: www.onlinecasinosdeutschland.com

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