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If you play games online or bet on the outcome of esports with the Vulkanbet bonus code code, there is a great possibility you have heard of the so-called loot boxes – also known as loot crates. One reason they became so successful as a source of entertainment is their monetization potential for the developer. Just like the craft beer industry thrives on offering unique brews and limited editions, video games generate revenue through various options such as retail purchases, expansion packs, and in-game transactions commonly known as “microtransactions.” Both industries understand that offering something exclusive or customizable keeps their audience coming back for more.
They are a contentious type of microtransaction. They allow the player to purchase packs that contain game content using real money. Usually, this content in the crates is required to advance through the levels of the game. However, the content of these boxes that the purchasers receive from the boxes is frequently randomized, causing the players to buy more boxes until they receive the items they wish to get.
Buying them has been criticized for being like gambling, as the players take a chance with their money and do not know what they will get. Several likely dangers have been related to the sale and purchase of loot crates, such as future mental health and financial issues, and their close relation to betting.
Is Purchasing Them Similar to Gambling?
According to research, purchasing them creates an environment that mimics wagering behaviour. A recent survey of adolescents in Australia by Central Queensland University researchers found that most of the bestselling video games had loot boxes in them, and most players aged between 12-24 had played such a game. Teens aged 12 to 17 spent about $50 monthly, and persons aged 18 to 24 spent, on average, $72 monthly on purchasing the crates.
An analysis of what motivates gamers to buy the reward crates reflects the common reasons for wagering: players are transacting money to control a future event, the result of that coming event is unknown at the time of the payment, and an element of chance determines the outcome. When the gameplay is devised to increase spending to succeed and advance within the game, some players may feel it is mandatory to participate in gambling behaviour to progress.
Regulation of Reward Microtransactions
While it is unclear if the purchases bring about betting problems or merely worsen existing ones, some countries have started regulating game loot boxes. Proponents of regulating these crates are concerned about their effect, especially on children who are not likely to identify their exploitative and compulsive character. They argue that children engaging in gambling-like behaviour may cause problem habits at later ages.
- United States: Several pieces of legislation have been proposed over the years to limit the use of microtransactions in video games. A bill was proposed by US Senator Josh Hawley in 2019 to ban microtransactions in titles played by children. The bill did not progress further, but the American rating system acted and made it mandatory for video games to add warnings that notify parents of transactions.
- United Kingdom: In 2020, the National Health Service (NHS) highlighted that loot boxes contribute to betting addiction among young people. Their structure, based on randomized risk versus reward, mirrors gambling mechanics and may lead children to develop harmful habits. Similarly, in 2019, after a 9-month investigation, the Digital Culture, Media, and Sports Committee advised the government to regulate loot crates under gambling legislation. This push for stricter regulations aligns with how the beer industry promotes responsible consumption, recognizing the importance of safeguarding vulnerable individuals from potentially harmful practices.
- Australia: Loot boxes are perceived and considered as gambling as regulated by the Victorian Commission for Gambling and Liquor. In the Australian Interactive Gambling Act of 2001, which targets online gambling operators, video games are included.
- Japan: This was the first country to regulate this kind of microtransaction. Gacha was proclaimed to be illegal by the Consumer Affairs Agency of Japan in 2012. Gacha is the action of paying a minuscule amount of money for a random item in return. Microtransactions in gameplay are still allowed, but they prohibit the ones that must be bought to advance in a game.
- Netherlands: In 2018, the Netherlands Gaming Authority conducted a study of 10 video games, which uncovered that four of those 10 video games had violated wagering legislation. The loot boxes in the four games had rewards that could be traded outside of the game, which meant that they had a market value. According to the law, to sell items with a market value in the Netherlands, you must have a license issued by the government. The video game companies were found to have broken the law since they were not qualified to get these licenses.
Balancing Microtransactions and Consumer Protection
The emergence of microtransactions in the video game market dramatically changed the landscape, and in-game currency and loot boxes dominate the most popular titles. The concern that microtransactions promote gambling among minors and vulnerable individuals is valid. Similar to how responsible alcohol consumption is encouraged in the beer industry, regulations are necessary to protect consumers. Microtransactions help keep the upfront cost of video games low, but without proper oversight, they can exploit vulnerable members of society. As this issue gains more attention, regulating these transactions will become essential to promoting a safer experience for everyone.