Re:Twitch finally takes action against gambling
by Loughla on Wednesday September 21, 2022 @11:24AM
(#32926449)
Honestly. Baseball cards are a very well known, very popular, very mainstream and socially accepted loot-box/gambling. Is is the picture and statistics that make it okay?
Why do video game loot-boxes get extra scrutiny?
For context, I hate any game that implements them and believe they're the largest reason that mobile gaming continues to suck.
Re:Twitch finally takes action against gambling
by jdmdmdmdmd on Wednesday September 21, 2022 @11:49AM
(#32926860)
>For context, I hate any game that implements them and believe they're the largest reason that mobile gaming continues to suck.
Can you explain how this contextualizes your above statement and questions?
Re:Twitch finally takes action against gambling
by Loughla on Wednesday September 21, 2022 @12:38PM
(#32927683)
I'm not trying to defend loot boxes at all. Maybe I should've said 'reference' instead of 'context'.
Re:Twitch finally takes action against gambling
by spookie on Wednesday September 21, 2022 @12:09PM
(#32927235)
Both are bad, but one has existed for longer than the other. So, it isn't as normalized for anyone over 16yo.
Re:Twitch finally takes action against gambling
by KennyBlanken on Wednesday September 21, 2022 @03:18PM
(#32930091)
You absolutely can make money if the games allow transferring assets, or you can transfer an account to someone else.
See: the whole CS:GO lootbox fad. On top of the value of the cosmetics which could be traded, "Creators" were making enough money streaming lootbox opening to be able to afford hypercars.
Lootboxes are extremely scummy, but doesn't the fact that you can't make money from it make it not gambling? Otherwise wouldn't places like Chuck-e-Cheese with ticket prize arcades be considered gambling? Or card games like MTG and Pokemon? In those cases you can even sell your prizes to other people for real cash.