Loot Boxes Gambling

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Aug 07, 2019 National Council on Problem Gambling believes that many loot box systems already meet criteria for gambling. A loot crate system may still have negative impacts, including gambling problems. Most gamers surveyed believe loot boxes are a form of gambling, more than a quarter have sold loot box items A paper published in the peer-reviewed journal Addictive Behaviors last month has. “For both young adults and adolescents, there was a strong association between current loot box use and gambling risk. Consequently, although median expenditure on loot boxes is modest, there is. But it's far from game over for loot boxes, and that's because lawmakers are having a hard time deciding if popping open imaginary boxes is really gambling. Lawmakers generally draw a line between.

Do you think that the loot boxes available in some video games (like CS:GO or any other which has them) are a type of gambling? Well, I think that they are. You have a chance to make some money with them and be on a profit but there is also a big chance that you won't win anything good and basically lose money.

Loot boxes is a term usually associated with video games, in which players can purchase items in the game, whether it’s a character or goodies such as costumes or in certain games weapons and many more other perks. To purchase one of these said loot crates, players will pay using either in-game money or real-life money.

An example of a game which gives players the option to buy loot boxes is Fortnite. Usually, those making the purchase are unable to see what the boxes contain as they are randomised; however, as of 2019, Epic Games, the creators of the icnoic game, decided to allow their players a look into the contents of these boxes.

To this date, though, four countries have banned loot boxes in video games. But why?

This is where the ethical question comes into play with many people considering these loot boxes as a form of gambling. That being said, The House of Lords presented a motion for such loot boxes to be classified as “games of chance” under the 2005 Gambling Act, at the end of 2020.

According to the House of Commons Library, “Concerns have been raised about the “structural and psychological similarities” between loot boxes and gambling and that they can encourage children to gamble, possibly leading to harmful behaviour.”

Nevertheless, the motion was ruled out for the time being as the view was loot boxes do not come under the Gambling Act 2005, which means there are no legal regulations in place against it in the UK, therefore allowing them to remain legal in this country.

Overwatch is another game which uses loot boxes [Dan Marino]

The first country to progress with making regulations against loot boxes was Japan. In 2012, the notion of banning “complete gacha” came into place. Essentially, gacha boxes are another name for loot boxes, as it is the same principle. Players pay money to receive a random item in the game. The reasoning behind the action to ban complete gacha came after Japan’s Consumer Affairs Agency stated that complete gacha is illegal, releasing a statement saying it violated laws.

Four years later, China took action against loot boxes in 2016, followed by The Netherlands in 2018, and the most recent country being Belgium in 2019, after declaring that loot boxes are a form of illegal gambling.

While the PEGI rating for Fortnite is 12, the PEGI rate for FIFA, created by EA games, is three. The PEGI rate on games determines what ages would be suitable to play video games. It varies with each game, and depends on the content; i.e. Fortnite is PEGI 12 as there are “frequent scenes of mild violence”. This does mean that as long as you are over either 12, or three-years-old in FIFA’s case, you can play, but also essentially take a gamble, through loot boxes.

Studies suggest that games with loot boxes are more addictive; according to the Guardian, young people have reported being so addicted to these games, that they have placed themselves in debt.

Alex Miller, 20, has been playing FIFA since he was six years old. FIFA is a video game based on football where players create their teams and build them with their favourite footballers to host matches against other players all over the world.

We asked Alex whether someone could play FIFA without spending a penny, after having purchased the game in the first place: “Yes, of course, you can play without spending any money in-game; however, you will have a disadvantage when it comes to playing with other players, it is essentially a pay-to-win strategy.”

These loot boxes are known as ‘packs’ on FIFA, and these can be purchased with FIFA points. The number of points you spend on a pack will vary on the contents. Though players are unable to see the footballer, these packs come with percentage ratings. Meaning that, before committing to the pack and spending points, gamers can access the pack probability of getting higher ranked cards (footballers).

Star Wars Battlefront II came under fire for its inclusion of loot boxes from the Hawaii state legislator Chris Lee [Dan Marino]

On average, there is usually a 5% chance of receiving them as a perk when it comes to the more skilled footballers. This, in turn, leads gamers to spend more money so they can have a better performance when playing matches with others.

FIFA points prices range from £0.79 for 100 points, up to £79.99 for 12,000 points. With gamers typically spending more than 1,500 points to get better packs. The game itself can be purchased for around £60.

In the 14 years of playing EA Games’ FIFA, Alex has spent over £1,000, on in-game purchases.

“I think it is a form of gambling. While I believe there shouldn’t be any regulations when it comes to under-18s playing the game itself, there definitely should be more rules against the purchase of points, as it just makes the game much more addicting. If your bank details are registered on your games console, you can make a payment in less than two clicks,” Alex said.

Games are intended to provide entertainment, which in turn gives players happiness. That being said, joy can instantly turn into other emotions, such as anger and sadness.

“I would even say that FIFA has affected myself and my friend’s mental health, in the sense that, we become so overwhelmed with frustration after spending our money only to be met with disappointment as we didn’t get the outcome we had hoped for.”

Will, the UK government do something to help prevent addiction and debt in the youth? Having had one attempt, it is likely more will follow.

  1. packopening

Featured image and video clip by Alex Miller.
Edited by Charlotte Gamage, Sophie Victroai Brown and Emil Brierley.

© (Activision) Paying real money for 'loot boxes' in some video games, such as past versions of 'Call of Duty,' was the only way to score top virtual weapons. Critics say this is no different from playing slot machines. (Activision)

As the father of an avid video game player, I've long been fascinated by the economics of the virtual world he inhabits.

Perhaps the biggest development in recent years has been the trend of companies giving away top-notch games that previously might have sold for $60, and then persuading players to spend big bucks on upgrades to enhance their enjoyment or provide a competitive edge.

One of the most common techniques is offering in-game 'loot boxes' that players can purchase — with real money — to obtain virtual weapons, unique digital outfits, or 'skins,' and other goodies.

However, you find out the randomized contents of the typical loot box only after you spend an average of $3 paying for it. You're in effect rolling the dice that you'll get something cool.

Sheldon A. Evans, an assistant law professor at St. John's University in New York, likens this to pumping quarters into a slot machine. As such, he's calling for loot boxes to be regulated 'as a gambling activity.'

'To non-gamers, this probably sounds kind of silly,' Evans told me. 'But it's a real thing. People are spending lots of money for a chance to win virtual items.'

How much money? One recent forecast estimated gamers will be spending about $50 billion annually on loot boxes within the next two years.

It's an issue other countries already are taking seriously. For example, a recent survey found that almost two-thirds of British members of Parliament want greater regulation of loot boxes.

In this country, Sen. Josh Hawley (R-Mo.) introduced a bill last year that would ban sales of loot boxes to kids. It hasn't gone anywhere.

Stanley Pierre-Louis, president of the Entertainment Software Assn., a video game industry trade group, insisted that comparing loot boxes to gambling 'is misleading and wrong.'

'These items have no value outside the game, and each purchase provides an item to be used within a game,' he said by email.

Evans countered that this is disingenuous.

'Loot boxes are a game of chance,' he said. 'The items you can win have a perceived value in the game world. That's no different from winning money in the real world.'

Evans added that casino-like behavior is being fostered in kids.

'There's data showing that when you expose children to gambling tendencies, they can develop gambling problems as adults,' he said.

Evans laid out his thinking in a 60-page paper titled 'Pandora's Loot Box,' published last month. It incorporates the findings of dozens of previous game-related studies.

'By examining the perceived value of loot-box rewards, it becomes clear that consumers are driven to gamble for virtual goods based on the value they bestow in the virtual world — irrespective of any real-world value,' the paper says.

'This framework of virtual valuation is key in properly regulating loot boxes as a form of gambling, which plays on the same psychological triggers as do slot machines.'

Prior to the pandemic, I might have viewed this as little more than alarmism. I mean, do we seriously want to treat video games like playing slots in Las Vegas?

Now, however, the stakes are significantly higher.

Market researcher Newzoo estimated in a report last month that total video game sales will surge nearly 20% this year to a record $175 billion — thanks to billions of gamers worldwide being stuck at home and spending hours every day in front of the screen to stave off boredom.

Newzoo is projecting the global video game market will be worth about $218 billion within just a couple of years. U.S. video game sales soared by 24% from a year earlier to $11.2 billion in the third quarter, according to NPD Group.

By contrast, Americans spent about $22 billion on streaming movies and other video-on-demand content during the first nine months of the year, according to the Digital Entertainment Group.

If spending on loot boxes (nearing $50 billion) is roughly double what people now spend on Netflix, Hulu and all other streaming services combined, it seems like this is an issue we'd be foolish to dismiss as mere child's play.

Case in point: A Reddit user calling himself Kensgold posted an open letter to the video game industry a few years ago lamenting that he'd spent about $10,000 playing 'Star Wars Battlefront II.'

Loot Boxes Gambling Addiction

LootGambling

'I am 19 and addicted to gambling,' he wrote. 'At my worst I was working two jobs and considering dropping out of high school. Please consider how unregulated micro transactions can effect the youth of the world.'

I spoke with my son about this. He said loot boxes were ubiquitous in so-called free-to-play games he devotes hours to every day — games such as 'Fortnite' and 'League of Legends.'

Mostly my son resists loot boxes because he says you typically don't get anything good. (Like slot machines, Evans told me, your odds of scoring a top prize are minuscule, 'maybe 1 in every 10,000 times you try.')

What particularly frustrated my son was past titles in the bestselling 'Call of Duty' series making their best virtual weapons exclusive to loot boxes.

Party Loot Boxes

This all but required serious players to make purchases if they wanted a shot at the most overpowered guns and thus the best chance of winning.

Amid criticism, developers Activision and Infinity Ward did away with loot boxes when they unveiled 'Call of Duty: Modern Warfare' last year. There are also no loot boxes in the latest iteration of the game, 'Call of Duty: Black Ops Cold War.'

'Fortnite,' for its part, was changed last year by developer Epic Games to make loot boxes transparent and thus more like shopping than gambling. There also are no loot boxes in one of the hottest new games, 'Cyberpunk 2077,' which was released Thursday.

Games

Evans said many game developers know that loot boxes can breed bad habits. 'But they also know players will pay for the dopamine rush, the excitement, of loot boxes, which is the same thing that happens when you pull the lever on a slot machine.'

That may be changing. An Irvine company called Intellivision Entertainment is making a no-loot-boxes policy a key selling point for the family-friendly game console it plans to introduce next year.

Tommy Tallarico, the company's chief executive, told me the console, dubbed Amico, will avoid 'violent games, toxic online situations or any kind of loot boxes.'

'Our two biggest goals with our consumers are trust and value,' he said. 'We personally feel that not having loot boxes stays within that 'trust and value' proposition.'

Evans said no-loot-boxes policies such as this are a positive change. But that doesn't mitigate the need for regulatory safeguards.

Among his proposals are 'effective age limitations' for games with loot boxes and caps on how much can be spent.

Evans also is calling for algorithms that can spot problem spending and put a stop to it, as well as 'effective taxation to offset the social harms caused by loot boxes, similar to special tobacco and alcohol taxes.'

The game industry would no doubt resist such measures.

The industry 'has long provided players and parents with information and tools to make informed decisions and to tailor their gameplay experiences as they wish, for themselves and their families,' said Pierre-Louis at the Entertainment Software Assn.

My sense is that game companies have no one to blame but themselves for encouraging behavior that no responsible parent would condone.

Look, I know how attractive — and, yes, compulsive — video games can be. During the pandemic, it feels like my son has spent more time in the gaming world than in the real world.

It's only reasonable that if games employ an element of gambling to make money, such wagers be treated as any other form of gambling.

Evans is right: This is 'kind of silly.'

It's also common sense.

This story originally appeared in Los Angeles Times.