Obviously the objections to pokemon cards never reached any sort of critical mass as objections to loot boxes seem to be. Maybe that says something about differences between the two industries, or maybe that says something about how society has progressed in the past two decades.
I think it says more about how little friction there is to click a button, spend money, and get a loot box vs walking to the store with cash in hand to get a physical pack of cards. Sure, I could drop $100 on a booster box, but it still required that I had the money in hand and had to physically go somewhere to get it. Those cards also took up space and had to be kept organized to keep track of valued vs non-valued cards. It took a lot of work to get that hit of dopamine, whereas now a 15-year-old kid can sit down at a computer and within 30 seconds start dumping tons of money into loot boxes.
I'll play a free game that is monetized via loot boxes. But I won't buy a game that then requires me to buy loot boxes to do better in the game because in my mind I already paid for the game and shouldn't have to pay any more.
Why is C a problem? It's a mid-point between A and B.
I don't mind paying for good content, but pay to win is a deal breaker.
Or regressed, depending on your views about personal liberty and what the obligations of the state are.
Personally, I believe casinos pose a risk of not only spending money, but also exposure to much more harmful activities (drugs, prostitution, violence). These other risks have to factor into the equation, and for playing a game on a computer/phone, those risks just aren't there like they are in a casino. That's why I have a separate opinion on loot crates vs casinos.
I guess what I am getting at is that loot crates can only be a waste of money, but kids already spend their money on other "wasteful" activities like purchasing video games, so why should there be any difference just because the mechanics of the game are different?
yes, because the mechanism of gambling is addictive. (this too applies to subsets of video games as well, but at least most of them don't allow open-ended money spending)
Obviously it depends on everybody's definition of liberty, but most people seem to be happy to, as a society, put limits on the consumption of goods that foster unhealthy, addictive behaviour in individuals and cause financial or personal damage.
I for example don't have a problem with video games that foster creativity, problem solving and leave children with genuinely satisfying experiences. I am concerned about social media and games that only implement stick and carrot mechanisms to maximize the time children spend in front of them.
I spent a good amount of money on pay-to-win games when I was younger (buying weapon upgrades, more materials, gold, etc), the only difference was that the exact item was listed-- no surprises. Why should anyone besides my guardian decide whether or not that counts as "unhealthy, addictive behavior"? I could have bought a nearly endless supply of these in-game items that really served no purpose just as much as people do with loot crates.
Should we in-game purchases for those in-game items too, under the premise that purchasing them is unbounded, unhealthy and addictive?
I think that the premise is a little weaker for straight up purchases because the uncertainty associated with gambling is what makes it so exciting, but yes if we would observe that a lots of children or families are unable to manage their finances and that this negatively impacts the financial behaviour of especially young adults, sure I don't see any problem with regulating them and limiting the use of those mechanisms in videogames.
Yeah, as a kid it was always very annoying how everything but gambling was easily accessible.
Nobody would card me when going to a bar, brothel or when buying drugs... But entering a casino? heh
Collecting a series of stamps or collecting cards are very different from a dopamine drip which sits on your phone and can follow you everywhere.
SV spends all its time to make frictionless interaction pushing people to manage their actions. UI UX design intended to be easier than using horrid things like paper cards.
Gambling systems designed to hit every known behavioral reinforcement schedule, interactive videos and graphics to make it immersive.
Collectible cards and loot boxes are similar the same way ancient alchemists are like a modern pharmaceutical company.