Your Web News in One Place

Help Webnuz

Referal links:

Sign up for GreenGeeks web hosting
June 24, 2018 05:01 pm

The Rise of the Video-Game Gambler

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.

Read more of this story at Slashdot.


Original Link: http://rss.slashdot.org/~r/Slashdot/slashdot/~3/tZ_LpSvOBGI/the-rise-of-the-video-game-gambler

Share this article:    Share on Facebook
View Full Article

Slashdot

Slashdot was originally created in September of 1997 by Rob "CmdrTaco" Malda. Today it is owned by Geeknet, Inc..

More About this Source Visit Slashdot