cross-posted from: https://lemmy.zip/post/49748743

The loot box ban will go into effect in March.

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[–] [S] 59 points 1 year ago (22 children)

Looking into this it seems that lootboxes aren't banned in the sense that would benefit the industry and players as a whole and will instead incentivize game developers and platforms to create age verification systems.

Brazil had the chance to outright ban lootboxes full stop and the fact that they didn't take it is really disappointing.

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  • [–] 25 points 1 year ago

    Lootboxes arent even the problem they used to be because developers have realised people will just pay $30 straight up for 1 skin anyway. On top of a subscription disguised as a battlepass, they dont need lootboxes anymore.

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  • [–] 2 points 1 year ago (20 children)

    Even if you took the hardcore view that loot boxes are outright gambling, gambling isn't illegal for adults. Why would loot boxes be treated more stringently than online casinos, even in your scenario?

    Also, it doesn't incentivize age verification systems, age verification systems are now mandatory. They are needed to be able to sell any games marketed at adults, including porn games, games with loot boxes and presumably any other game with an 18 and up rating by their official ratings board.

    The loot box panic has mostly been another variant of the "will someone thing of the children" violence panic of the 90s. Just like then, age ratings and parental controls should have been the solution, but because gamers were too busy being angry and self righteous online they went with it to this point.

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  • [–] 8 points 1 year ago (9 children)

    Gambling involves the opportunity to win something that actually exists. The fundamental issue with loot boxes is your gambling for code that can't be sold, traded, or preserved past the lifetime of the game.

    It's a disgusting practice that preys upon people's psychological reward centers and has been normalized by our obsessive consumption. It should absolutely be illegal.

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  • [–] 4 points 1 year ago* (last edited 1 year ago) (8 children)

    Yeeeah, I've encountered this argument a few times, particularly when this issue was more salient and, I'm not gonna lie, it's absolutely baffling.

    As in, it seems to imply that gambling is better because there's a chance of winning something of genuine monetary value.

    Which, let me be clear, is the exact opposite of how this works. The possibility of recouping losses or winning money is the actual problem with gambling. The potential monetary reward is a major component of gambling and one of the meaningful reasons why loot boxes are... nowhere near as bad?

    Digital loot boxes are typically not allowed to be translated into actual money by design, both as a security measure and because that's how actual gambling works. Betting for real money is way worse than buying some digital thing that only has value inside a game. Because, you know, in that scenario you know you're spending that money and it's not coming back, it's just a matter of spending it on what. You're not getting enticed with the fiction that you're investing money or not actually spending it because you could potentially get it back. That's why kids aren't typically allowed to bet in a casino but they still get to buy Magic the Gathering packs (and let's be clear, the fact that Magic has a thriving gray market around it makes it worse than digital loot boxes as well).

    I try to keep this conversation respectful but, honestly, hearing this argument is one of the surefire ways to know the person talking about this has no idea what they're talking about.

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  • [–] 4 points 1 year ago (7 children)

    Gambling is at least ok in my book because it's only legal for adults and in specific, regulated locations. It's still fucking idiotic behavior to engage in, but whatever, adults can waste their money, I don't really care. It's easy to avoid unless you live in Vegas.

    I'm sure I'll alienate most of the user base here, but anything that involves turning money into 'pulls' should be illegal for minors, and honestly probably just entirely. Magic, Pokemon cards, blind boxes, the stupid Lego minifigs I love to collect. Ban all of it, it's bad for our psyche, it's wasteful, it's anti-consumer bullshit that should never be allowed. If you can't make money selling your product directly, then you don't deserve to run a business.

    You're right though, the gambling analogy perfect. I doubt paid loot boxes are significantly worse than letting children gamble. But still, there's a reason we don't let children gamble, and loot boxes certainly aren't any better.

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  • [–] 1 point 1 year ago* (6 children)

    It's not easy to avoid unless you live in Vegas. I live right above a gambling establishment. Nobody bats an eye and it's fully government-sanctioned.

    Not every country is the US, friend. Including, you know... Brazil.

    But hey, at least you have the intellectual honesty to include all the IRL blind boxes people actually like in your assessment. You still have this pretty much backwards, but at least it's consistently backwards.

    That's not sarcasm, I do think that's better than the baseline of "make the game mechanic I don't like illegal, but keep all this 100% analogous stuff I do like" vibes-based approach to demanding regulation.

    I still disagree super hard that "bad for our psyche" is the bar for banning stuff. Age ratings, sure. But I would very much prefer to keep tobacco, pot, alcohol, porn and yes, Magic the Gathering and Hearthstone available for anybody mature enough to make that choice by themselves.

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  • [–] 1 point 1 year ago (5 children)

    It's definitely appropriate that every other item on your list is illegal for minors in almost every country on earth. If I thought we could reasonably keep 'blind boxes' an adult indulgence I wouldn't be opposed. But they are so deeply tied to children's toys, I don't think you could ever have them available for adults in a form that isn't just begging for children to figure out ways to buy them anyway. It'd be incredibly hard to justify banning them only for children, especially on the admittedly abstract basis of psychological harm.

    Setting aside that, I believe they should be fully illegal simply on a consumer protection basis. A business should not be allowed to sell a mystery product. There's no justification for it IMO. There is no reason we should allow businesses to sell us useless bullshit and hope we get something we actually want. You can still have MTG, you can still have mobile games. But let people buy the shit they want, or don't. If the business model can't work, somebody else will figure it out.

    But of course, there's no fucking chance of that happening here in the US, so I keep hoping somebody else will tackle it (though Brazil's attempt here wildly misses the bar unfortunately).

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  • [–] 1 point 1 year ago* (last edited 1 year ago) (4 children)

    Yeah, but I actually like multiple games built around blind boxes, and I sure don't like you telling me what I can like.

    You're just passing your own tastes as morality and I don't care for that anymore when it's gamers pushing their preferences than when it was pearl-clutching moms and politicians trying to score cheap points.

    I mean, there is plenty of justification for it in that blind boxes allow for a random distribution of items while still controlling rarity and allowing for balance, which is why every single videogame in existence that does any sort of randomized or widespread lootable equipment does loot tables. It's not just a very useful technique, it's a fundamental one you engage with constantly. If you want to make a case for monetization of randomized loot being beyond some line we can have that argument, but the method is useful and it won't be "figured out", it predates videogames altogether.

    Frankly, it's not even the worst option out there. The sad irony of the entire moral panic is that the part that got figured out is an alternative monetization-to-engagement pathway. Several, in fact. Overbearing regulation of loot boxes is no longer a dealbreaker because everybody knows how to do seasonal cosmetics and battlepasses now, so all the features of paid loot boxes can be done without the randomized elements people latch on to.

    The part you can't quite get is the outright advantage that loot boxes will sometimes give people decent stuff without having to grind, which all the current alternatives don't do. I'd take randomized tables over mandatory grind any day, but I certainly don't want to ban either.

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  • [–] 3 points 1 year ago (3 children)

    Random distribution in a game is fine, the problem is entirely being able to use cash to get them. The solution is very simple, as you've pointed out, hundreds of games have already figured out less predatory ways to add content and keep a game alive.

    The cash for randomization is fundamentally what makes it so insidious. Everything you've mentioned is wildly preferable to paid mystery bullshit. Seasonal outfits, battle passes, whatever. If you know what you're getting before you choose to buy it, that's your choice.

    The part you can't quite get is the outright advantage that loot boxes will sometimes give people decent stuff without having to grind, which all the current alternatives don't do. I'd take randomized tables over mandatory grind any day, but I certainly don't want to ban either.

    This is the most Stockholm Syndrome shit I've seen on here. You do realize that the grind only exists to push people into buying the bullshit right? Games should be fun to play, with rewards coming regularly from normal play. If you're 'grinding' through a mess of bullshit to avoid paying, or if you're paying to skip the grind, then why are you bothering to play a game you don't actually like playing? A little grind is understandable and fun, I'm looking forward to a little boss farming in BL4 later tonight. But that's the fun part of the game, playing it and hoping to get something good.

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  • [–] 1 point 1 year ago* (2 children)

    I did not say "less predatory". I don't agree that current trends on monetization are any more or less predatory than loot boxes. Hell, you don't seem to think they're any more or less predatory, either, given your assessment of grind.

    I think you may have misread the point I was making. You should give that quote block another look.

    But to reiterate, no, it's not "wildly preferable" to grind through a battlepass than to have loot boxes. I prefer loot boxes, honestly. I know I'm not gonna grind to the end of a pass each season, even in the games I do pay regularly, so I would much rather have a randomized pull and get something fun every now and then.

    And of course that's all for incidental engagement reward nonsense, which is pointless anyway, paid loot boxes are fundamental to certain games. I liked CCGs when they were made with paper and I still do now. If you ask me I'd much rather have the randomized mishmash of decks you get from loot box-driven Hearthstone than the rigid meta you get in Marvel Snap because they are bending over backwards to still monetize just as hard while not having randomization because people keep whining about it.

    And hey, you don't have to play Hearthstone if you don't want to, and if people are concerned about the effect on kids that's what age ratings are for, doesn't affect me. But I don't think it should be banned and I sure as hell don't think the alternative is "wildly preferable" at all. You don't have to agree, but that cuts both ways, and I don't appreciate people trying to make their preference a matter of law.

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  • [–] 2 points 1 year ago (1 child)

    I understood your point, I just don't agree. There's a fundamental difference in how it psychologically affects people, and your insistence that lootboxes aren't that bad kinda just lends credence to my point.

    Let's not pretend either of us has any influence at all over what becomes law. Our stupid debate will certainly never affect a damn thing regardless. If I was writing laws, it'd be a very different place and general and I'm sure you wouldn't like most of my ideas. I can complain all I want, nobody is listening anyway.

    Regardless, I've enjoyed the spirited debate and you're certainly entitled to your opinion!

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  • [–] 0 points 1 year ago*

    Hah. I like the witch trial logic there. "If you like this thing it proves the thing is evil brainwashing because nobody would like it otherwise". May as well dunk them in water and see if they drown.

    The thing is, this sort of online panic has absolutely had an influence. The industry has moved away from lootboxes, even in cases where they make sense (see the Marvel Snap example) because they've become terrible PR, and the panic has led to multiple countries exploring new regulations or applying existing gambling regulations, whether that makes sense or not.

    So you don't have a lot of influence, but you definitely have some, and the unintended consequences of that influence lead to things like Brazil being on track to roll out invasive age checking procedures in gaming spaces without getting much pushback from the wider international gaming public because they're all too excited about the anti-loot box lip service they've added on the side.

    So maybe don't let yourself too off the hook. There was a slippery slope here and you are one of many gleefully going "weeee!" on the way down. Your aggressive stance here sure had more of an impact than all the "told you sos" I'm about to send if and when Steam starts requiring people provide some type of personal ID to log in.

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  • [–] 2 points 1 year ago (9 children)

    From what I tracked in one game the odds were wrong, so it goes against legal gambling laws where even if it is electronic it has to have payout odds that match the presented method. I.e. if its 5 cards, odd should be 1:5 in flipping the reward card. But some games it could be double or quadruple that.

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  • [–] 2 points 1 year ago (8 children)

    Did you respond to the right thing? This seems like a non sequitur, so maybe the threading got messed up?

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  • [–] 2 points 1 year ago (7 children)

    The comment of why would loot boxes be different than online gambling. The loot boxes I have seen in games are often chance based and the chances aren't legal probability, so technically illegal

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  • [–] 2 points 1 year ago (6 children)

    All loot boxes are chance based, but first of all, I don't know which laws you're talking about. Brazil's? Guessing the US because when somebody has a case of the default human it's typically an American, but who knows.

    But also, I'm not a US lawyer, but I seriously doubt US gambling laws requires all games to have a flat probability, mostly because... that's not how games of chance work anywhere, and definitely not how blind boxes work anywhere and blind box products are not gambling anyway, which is the entire point.

    It's still a non sequitur and I still have no idea what you're trying to say.

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  • [–] 2 points 1 year ago (5 children)

    (Im in Canada many other countries are the same) When a chance of game becomes electronic probability rules still apply. Those screen based jackpot machines in casinos have to follow actual mechanical jackpot game probability payouts.

    So a six sided dice role in a game that involves a monetary system to purchase still has to have a 1:6 payout, or it is illegal because you are fooling the person.

    I have played several games where they have say 3 loot boxes and you pay to open one. There is a known prize and generic stuff. The payout odds do not match over a large number of tries, meaning the back end probably has been coded to only payout 1% or something super low, or maybe not at all. In many countries this type of gambling (even for adults ) is illegal because it simulates a chance game but is fundamentally not as presented.

    I was responding to the loot boxes and the gambling comment.

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  • [–] 2 points 1 year ago* (4 children)

    Sure, but this isn't a digital version of a casino game. It's a digital version of a blind box. And there is no rule to say that trading cards or collectible card games need to have equal possibilities of yielding a specific card. That is very much the opposite of how that works. Physical blind box offerings absolutely use different probabilities and different content rarities.

    So yeah, if you make up the categorizations, the rules and the mechanics we can be talking about whatever you want, but in the real world that's not even close to how this works in either physical or digital form, which I guess explains the confusion.

    For the record, multiple games offer a readout of the possibilities of getting a particular type of thing. I, you may be surprised to know, haven't checked the probabilities being accurate in all of them, but I'm gonna need some specific proof of someone fudging them, because that's a problem of false advertising at that point, forget gambling rules that don't even apply.

    Also, 1% is a HUGE drop rate for rare items in loot boxes, both physical and digital. 1% is, as it turns out, 1 in 100. Lots of games, collectibles and other types of blind boxes feature way more than 100 tries at opening a loot box, even for fully unmonetized ones. If anything there's a bit of a cognitive bias there, where people are very bad at instinctively understanding how percentages work, which makes disclosing loot box percentages a bit of a challenge.

    Look, I'm not sure what games you play or your understanding of how any of this works but, respectfully, you're misunderstanding it pretty deeply.

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  • [–] 2 points 1 year ago (3 children)

    I think you mis understood what I mewnt. And maybe we are crosstalking. The 1% I meant it was a game where one of the loot boxes on screen was the prize, then "shuffled" with to others. So one of the three selections should yield the prize. Based on probabilities, you should get a payout on the 4th refreshed try at this since you are now pushing the odds in your favour, but it was not like that you could go 100 times.

    Same with spin the wheel games to get the loot box. If every other spin section has a loot box, you should on average land on it 50% of the time. But they weren't like that. Might be 10%.

    This is why its become a worldwide scrutinized thing in games because the chances are misrepresented. There are guidelines for those tginking about adding paid game mechanisms so as to not run afould of state/province gambling laws.

    Here's what's been happening about it in some places https://liebertpub.com/doi/full/10.1089/glr2.2024.0006

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  • [–] 1 point 1 year ago (2 children)

    But you're not describing a loot box. That's not how loot boxes work.

    I mean, for one thing, 1 in 4 doesn't mean you should get a payout in the fourth try. You could buy a hundred things with a 1 in 4 chances and never win. Random means random.

    But precisely for that reason loot boxes sometimes implement "mercy rules" that increase the odds on repeated tries to prevent people being frustrated because squishy human brains are bad at understanding probability intuitively.

    But the way look boxes work is by having a loot table, which associates a list of possible outcomes to a weight and runs a random check against that table each time. It's how it worked on pen and paper Dungeons and Dragons in the 70s and it's how it works in monetized loot boxes today. Different implementations can have different odds, each game can offer different box types with different probabilities, but if we're talking about loot boxes we're talking about that.

    I don't know what game you were playing. I suppose a loot table with 75% of nothing and 25% of a single hardcoded item is still a valid loot table, but it's overly simplistic and now how it'd typically be implemented. If you're playing some game that gives you an on-screen representation of a paid item under those rules and you can show that they are misrepresenting the odds you can and should go flag them in front of whatever body regulates advertising in your country, as well as to whatever platform is offering the game. It's very likely that it'd be breaking multiple regulations entirely unrelated to gambling, both public and private. I'm not saying it doesn't happen (mobile games in particular are full of really gross design people aren't following up on enough), but that isn't a typical implementation and not the base complaint people have.

    And again, can't stress this enough, it's probably already illegal regardless of whether loot boxes run on gambling rules or not.

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  • [–] 1 point 1 year ago (1 child)

    We are probsbly talking the same thing and just misundersranding, I took a university probability course. And I didnt mean 1-4 gives you a payout forth try, i was refering to 3, and by fourth you should start seeing a payout. To simplfy, If you have a coin its 50-50 chance. On the third flip you should start to see it hit the side you called if first two missed, but yes random. So Sometimes not. But the longer the flip you will eventually get a distribution of 50-50, even if you had ten tails in a row at the beginning, over time the randomness succumbs to probability.

    So the games I mentioned weren't following that. And I did report it.

    Personally I never pay into that stuff, I receive free tokens as a lure. But knowing enough about chance over time I started to make note of the odd behaviour.

    As that article mentioned loot boxes term now encompasses both a single blind chance box, and those that represent odds.

    So probably we are thinking different types of loot box scenarios.

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  • [–] 28 points 1 year ago (5 children)

    Lootboxes require a gambling license in my country. Because it's fucking gambling.

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  • [–] -2 points 1 year ago (4 children)

    Do pokemon cards require a gambling license?

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  • [+] 11 points 1 year ago (3 children)
  • [–] 1 point 1 year ago (2 children)

    So... does anything you pay for money that results in a random 'prize' even if the prize is equal value everytime... should require a gambling license?

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  • No, specifically not if the prize is equal value every time. The prize not having equal value every time is exactly what makes it gambling.

    That said, what the Tulip Mania taught us is that the prizes never have equal value so long as they're different enough and/or have different rarities.

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  • [+] 12 points 1 year ago (5 children)
  • [–] 16 points 1 year ago (4 children)

    Only minors of age. Miners who are minors are banned.

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  • [+] 9 points 1 year ago (2 children)
  • [–] 4 points 1 year ago (1 child)

    Minecraft is proof that our children crave the mines!

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  • minecraft is proof that colorful computer screens are attractive to many people. I'm not sure whether it proves anything else. the reason why people don't like to do these things IRL is mostly because it's physically exhausting, i guess, which it is not in-game.

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  • [–] 5 points 1 year ago (1 child)

    Lootboxes as currently used in Overwatch 2 is fine. You simply get them for playing. And that's that.

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  • Brazil wants to protect the children so they ban online gambling for them. I wonder how Brazil will verify identities to sell loot boxes to adults.

    U.S wants to protect the children so they scan and read chat messages of every citizen. Great.

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  • [–] 2 points 1 year ago

    For once something done "in the name of child safety" that i can get behind, since it actually aims at protecting children and isn't just a disguise to achieve a different goal.

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  • Uuh i hope this won't backfire into a "leftists are trying to take our fun away" drama. Like, that's literally what happens in Germany a lot. Greens (center-left) want to outlaw selling combustion engine cars from 2035, lots of people say "boohoo they're ruining our way of life".

    I think it would be better to make as little as possible rules for the individual people, because after all, if it helps, nobody thanks you, but if it hurts, you're going to make a lot of enemies.

    Better focus on the big things. (economy, geopolitics)

    edit: but yes also lootboxes are gambling and should be disencouraged.

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  • 38 comments in c/gaming@lemmy.zip view that post
    [–] 19 points 1 year ago* (last edited 1 year ago) (3 children)

    Said this elsewhere, but it seems to me a bigger story that it also mandates age verification for 18 plus content, including porn and at the platform level.

    Steam needs to verify your age now if it wants to carry porn games, or indeed any 18+ games.

    And I do have problems with the loot box regulation, in that it doesn't qualify the boxes having to be paid, so technically Diablo II should be a 18+ game, along with every single RPG in existence. I have to assume courts or downstream definitions will do a sanity check on that, because the law they passed makes zero qualifiers, it just says "loot boxes".

    So... maybe look into what they passed before being too celebratory about it?

    They also mandate parental controls being present, which I do agree with and should have been enough. Of course that would not have changed anything, since they're already present in pretty much all current platforms.

    EDIT: To clarify, someone questioned the unpaid loot boxes definition and on double check, they do define them as paid, so scratch that part. The age verification requirement is present, though.

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  • [–] 7 points 1 year ago (2 children)

    I had to translate the law but it does seem to define lootboxes as something you purchase. But legal texts are very specifically worded so I can't be sure some nuance didn't get lost in translation.

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  • [–] 4 points 1 year ago*

    I wrote a first response referencing the one mention I had found of loot boxes, but you are correct, I missed that they did include one in the definitions section. They reference them slightly differently so the first time I looked I only found one of the two.

    IV – caixa de recompensa: funcionalidade disponível em certos jogos eletrônicos que permite a aquisição, mediante pagamento, pelo jogador, de itens virtuais consumíveis ou de vantagens aleatórias, resgatáveis pelo jogador ou usuário, sem conhecimento prévio de seu conteúdo ou garantia de sua efetiva utilidade;

    So yeah, you are right, they do define it as paid. Carry on.

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  • [–] 3 points 1 year ago*

    Art. 20. São vedadas as caixas de recompensa (loot boxes) oferecidas em jogos eletrônicos direcionados a crianças e a adolescentes ou de acesso provável por eles, nos termos da respectiva classificação indicativa.

    Not as far as I can tell. This translates to "Loot boxes offered in electronic games aimed at children and teenagers or likely to be accessed by them, in the terms of the corresponding age rating".

    You can argue that "offered" here specifically implies "offered for purchase", but... I mean, my Brazilian Portuguese isn't perfect, but I don't think that's explicitly the case, the word means what you think it means in English. It'd be a problem of hermeneutics at that point.

    Is that the reasonable interpretation? Sure. Is that what the legislator probably intended? Almost certainly. It's not what they wrote, though.

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  • [–] 8 points 1 year ago (4 children)

    This doesn't affect me (yet) as I don't play any games with paid loot boxes (ew), but this is gonna be the age verification shit?! This sets a troubling standard for privacy and security. I guess it had to happen where I live as well.

    The parents should be the ones that don't let their kids to pay for stuff in video games without permission, or at least give them a budget they're allowed to spend on video games, i guess.

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  • [–] 3 points 1 year ago (3 children)

    Shit should be banned across the board not just for kids. Idk why the fuck authorities are obsessed with kids.

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  • [–] 8 points 1 year ago (3 children)

    Fuck them kids. This entire business model is an abuse against people with credit cards.

    Nothing inside a video game should cost real money.

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  • [–] 2 points 1 year ago (1 child)

    Microtransactions should be illegal across the board. Only content with real creative gameplay value should be able to be purchased, like the usual DLC's. Also pay2win should be fucking illegal too. Ruining the experience of other players should not be available as long as you've got too much money to spend.

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  • [–] 1 point 1 year ago

    The razor is: did you, the player, receive new content? Or did you get charged for permission?

    Horse armor is fine. That's how low the bar is. That's how bad this abuse is. All microtransactions are "on-disc DLC," where you've already been given the thing, inside the game you already paid for, but fuck you, pay us again. And again and again and again.

    It's the difference between Warhammer's little plastic men being obscenely expensive, and Games Workshop expecting five actual dollars after every match to replace their imaginary bullets.

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  • [–] 3 points 1 year ago

    Alternative clickbait title: Gaming industry in trouble

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  • [–] 4 points 1 year ago (22 children)

    Good move. Loot box is gambling. Most have learned gambling is dangerous, especially for minors.

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  • [–] 9 points 1 year ago (21 children)

    For those protections to have any effect in Brazil, however, they'll necessitate the usage of age-verification mechanisms. Previously, Brazilian law had considered it sufficient for users of digital services to self-declare their age. The new law, however, requires the providers of those services to "take proportionate, auditable and technically secure measures to assess the age or age range of users."

    Seriously, read things before reacting to them.

    It's been decades of social media and centuries of press. How have we not learned about this as a society?

    I mean, if you're cool with this, then you're cool with this and we disagree, but I'm gonna say you probably were going out of the headline alone.

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  • [–] 5 points 1 year ago (8 children)

    Either that or we ban loot boxes for everyone — which is the better choice, IMO.

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  • [–] -2 points 1 year ago* (7 children)

    Super hard disagree. I do like me some Magic the Gathering and CCGs in general. If anything I'm say more concerned with the increasing trend of real world blind pack collectibles aimed exclusively at kids than I am with online loot boxes, which is something most of the industry has abandoned anyway after the panic went viral.

    But nope, absolutely not. Loot boxes aren't worth forcing online age verification any more than porn was a few months ago when we were all mad because the UK did it. Parental controls? Absolutely. Mandatory identification? Not at all.

    And absolutely not, I am an adult and if I want to gamble online, let alone buy loot boxes in a videogame, I absolutely should be able to do that.

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  • [–] 4 points 1 year ago (6 children)

    I don’t care. Loot boxes are gambling, which is addictive and frankly evil.

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  • [–] 2 points 1 year ago (5 children)

    So is alcohol and I will have a beer regardless of what you or anybody else thinks about it. Screw you, you don't get to baby my addictions, I'm a big boy.

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  • [–] 2 points 1 year ago* (4 children)

    And guess what: you need to show ID to purchase alcohol. Great analogy.

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  • [–] 3 points 1 year ago*

    And we do if you try to buy porn in a bookstore. We still don't like upending the entire framework of the Internet for the sake of replicating that online. Which is exactly what's happening here. The loot box thing is an afterthought that mandates a specific age rating for games that include them and nothing else. Porn is the main focus of the legislation.

    And I disagree on implementing internet-wide ID checks for the sake of keeping kids away from porn. Hard.

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  • [–] 0 points 1 year ago (2 children)

    The UK has challenge 25 laws that mean that you only need to show ID if you look like you're under 25. So no you don't always need to provide ID to purchase alcohol, at least not in puritan shitholes.

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  • [–] 0 points 1 year ago* (last edited 1 year ago) (11 children)

    I'm happy with loot boxes being categorized as gambling when money is involved, and regulated as gambling.

    By "cool with this" are you refering to age verification? That wasn't a comment on age verification. You're putting words in my mouth, or I was ambiguous in the above comment, or both.

    Let's talk about this. Online age verification is not trivial to do right, ie balance effectiveness and privacy. That's true of any age restriction, whether it's for loot booxes, other kind of gamblings. Existing age verification has bad effectiveness, bad privacy, or both. That not a reason to give up on regulating gambling, or give up on improving age verification.

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  • [–] 3 points 1 year ago (10 children)

    Yeeeeah, you're way less down on age verification on principle than I do.

    You're also more down on loot boxes than I am, in that I still dispute the equivalence to gambling. It's not absurd, but it requires ignoring a lot of nuance.

    Still, the problem I have with this situation in general is that the loot box element (which isn't that heavy, it mostly establishes by law that loot boxes will make a game be automatically listed as 18 and up) is masking the mandatory age verification element. And the mandatory age verification is baaaad. It effectively does the magical wishful tech thinking thing we've been seeing recently elsewhere where it just... says it should be private and comply with privacy regulations but doesn't explain how that's possible, while at the same time demanding that every single store and service provider both design a perfect age verification system AND somehow magic up an API to share that information with each game while remaining entirely private. Which is pretty much impossible.

    But nobody is talking about that, everybody just wants to dunk on loot boxes. Like four years too late, because most of the industry saw the writing on the wall and moved on to battle passes instead on the PR hit alone.

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  • [–] 2 points 1 year ago* (9 children)

    Good point, it's a bit late, and may hit hard on some games that already implemented loot boxes. But it's never too late, assuming it's indeed a kind of gambling.

    Hopefully it'll lead to less games integrating loot boxes, so that going forward people of all ages can play games with neither loot boxes, nor the age verification that comes with it.

    Update: I just remembered, most games can get updates nowadays, both on PC and console. Game editors can chose to remove loot boxes even for existing games if the regulation is too heavy for them.

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  • [–] 1 point 1 year ago (8 children)

    Less than what?

    Who is still doing loot boxes? Valve, for sure, they still have them on CounterStrike, sports games and then... what? Hearthstone/Magic and that type of CCG stuff and... I guess mobile gacha RPGs?

    Everybody else is doing battle passes now.

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  • [–] 1 point 1 year ago* (7 children)

    Who is still doing loot boxes

    A majority of Android and IOS games, and 36% of PC games according to a recent study.

    If you haven't encountered loot boxes recently that's great. It means you already managed to avoid games with loot boxes, and shouldn't be negatively affected by this regulation.

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  • [–] 1 point 1 year ago* (6 children)

    That site raises so many flags on my online security, but I went ahead and opened it elsewhere and... can't find a source. What is "a recent study"? 2024? 2020? Do you have a primary source?

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  • [–] 0 points 1 year ago (5 children)

    The link above is the primary source, they mention "OUR recent study". The article publication date is February 2025, but they don't give the exact date on their study.

    Even if that figure already decreased since the study, or was overestimated, would it change the point of the regulation?

    If less mobiles games integrated loot boxes, let's say 50%, or even 30%, would that change whether loot boxes is gambling or not? Or worth regulating?

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  • [–] 1 point 1 year ago* (4 children)

    Well, no, it can be a report by the authors of the study, but if they don't publish the study I don't know what they're talking about. I didn't poke around much, because if all my security is blocking content and blaring warnings it's probably not a great idea, but at a glance in the article I didn't find a link to the contents of the study proper.

    To your question, it wouldn't change whether loot boxes are gambling, in that my position is that they are not, regardless of their frequency. It also wouldn't change whether they're worth regulating, in that my position is age ratings agencies should have a policy about it, but that's about it. Brazil deciding that the policy is they should be 18 and up is not a big deal, although setting that by law may be overkill, but either way the outcome is similar.

    But in practical and political terms that's not what originated the panic in the first place, so whether the presence of loot boxes is growing or shrinking does go towards whether the PR impact of abusive practices and self-regulation is sufficient to address the issue. If loot boxes were on the wane even before hard regulation was passed, then maybe the hard regulation wasn't particularly needed.

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  • [–] 0 points 1 year ago* (3 children)

    If loot boxes were on the wane even before hard regulation was passed, then maybe the hard regulation wasn’t particularly needed.

    That's if and maybe. I would assume neither, but will keep an open mind in case evidence appear.

    Let's assume Loot Boxes are on the wane. Do we actually know they were on the wane BEFORE regulation passed (which started happening several years ago), or whether regulation caused them to wane? Do we know that self-regulation is efficient for loot boxes? Results of industry self regulation vary a lot, and is often ineffective, so I'm skeptical.

    On the other hand, there is evince linking paying for loot boxes to gambling addiction, and plausibility since loot box exploit human's tendency to look for rewards to extract money from players. There's clearly a problem, and I wouldn't bet on the companies that created it solving the problem.

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  • [–] 1 point 1 year ago* (last edited 1 year ago) (2 children)

    OK, if you want to play it like that, let me start by challenging a couple of assumptions.

    First, the relevance of linking loot boxes to problem gambling. Ultimately gambling is not illegal, so this doesn't inherently suggest that the situation demands new legislation. The worst case scenario here is loot boxes are made analogous to gambling, which is presumably already as regulated as it's going to get on each territory. There's a lot more to question there, as there was on all the frankly sloppy analysis on the links of gaming to violence in the 90s, but there is an implication at the core of the attempt to link them in the first place that I don't think is justified.

    Second, I dispute the need for them being on the wane predating your gate for legislation. For one thing, you're not being explicit about when "regulation" by your definition starts. By the way you've sourced it you can arbitrarily choose any point in time. For another, it makes sense that regulation and self-regulation would happen in parallel. Ultimately bad PR and negative research motivates both public and private action. Again I refer to the 90s violent game panic. If the probes on gaming violence motivated the creation of age ratings agencies for gaming, does that mean the age ratings weren't enough of a mitigation and they should have deployed anti-violence legislation? I'm going to pretty strongly argue that's not the case.

    Also, I feel you're misrepresenting the metastudy you provide on the results of self regulation. High compliance/high effectiveness is the biggest segment on all counts. Granted, on roughly half of the studies, but a lot more studies find self-regulation to work than not, by that metric. Why is "a small but replicable correlation" such a concern but a majority of studies finding self-regulation is highly effective a mixed result you don't trust? Seems to me you're not treating all the references you're using the same way.

    FWIW, I find this conversation not particularly productive because, frankly, with these things the literature gets to be a huge mess. Again, my reference is the 90s violence campaigns, where so many terrible papers were being funded and published the academic conversation became entirely impractical. The fact is gaming did need some age ratings standard and it made sense for national agencies to exist to manage them. And it makes sense for those same agencies to have explicit policies not just on loot boxes, but on all in-game monetization. The industry needs best practices and safeguards. And the public, incidentally, needs a LOT more awareness of why self-declaring age in accounts is important and what safeguards are already in place as it is, because there is a ton of parental control and underage protection that kicks in but nobody is particularly aware of it.

    But instead gamers whose concern with loot boxes is primarily artistic have been rooting for overreach in hopes the result is games they like more. I find that risky and problematic, and the idea of Brazil's government passing wide-ranging age verfication regulation and having English-speaking media and social media report on it based on a mostly reasonable mandate of loot box games carrying an 18+ rating more concerning than any of the underlying issues being addressed.

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  • [–] 0 points 1 year ago* (last edited 1 year ago) (1 child)

    I'm not convinced an outright ban would be helpful. Regulation focused on harm reduction, ie restricting to adult like various kind of gambling, would be less heavyhanded, hopefully better compromise.

    Looping back on the earlier comments, adding extra requirements on age verification is the more controversial part. Especially since privacy-preserving solutions aren't ready. Clearly neither of us are happy with that (not necessarily for the same reason).

    I'd be happy if regulators just categorized loot box as gambling, applying the existing declarative age verification that already apply to gambling.

    The choice between state regulation and self-regulation depend on various factors, eg exactly how it's implemented, people's opinion on freedom to operate companies without state intervention. A meta-analysis conclude results vary a lot from self regulation, it can go well or fail. This is just an opinion and nothing definitive, but I don't think game editors that make money from loot boxes would setup efficient self-regulation. It would hurt their bottom line.

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  • [–] 2 points 1 year ago

    I don't think an outright ban would be acceptable at all or grounded in any kind of proportionality. It's one thing to use gambling as a guilt-by-association thing, but if gambling isn't outright illegal even in that somewhat fallacious interpretation an outright ban would be absurd.

    Which is something I feel a lot of the people rallying against this practice often didn't think through, but hey.

    I still disagree with your interpretation of that literature review.

    This systematic literature review analyzes 190 empirical studies published between 2012 and 2023, revealing nuanced findings. Regarding compliance, 41% of studies reported high compliance levels, 29% low compliance, and 29% inconclusive results. For effectiveness in achieving regulatory goals, 44% found self-regulation effective, 33% ineffective, and 24% inconclusive.

    Our review also finds that the presence of intermediaries such as industry associations, third-party auditors, and NGOs, along with certain types of state involvement, tends to enhance self-regulation outcomes.

    That's less "it's a crapshoot" and more "it generally works, especially if there is an overisght body".

    Which in this case there absolutely is, given that this all slots into pre-existing age ratings and content warnings. Your misgivings don't line up with the data you provide and don't line up with pre-existing analogous self-regulation.

    I've seen nothing to suggest this is any more problematic than either other types of monetization or other types of content restriction, and the big differentiator between violent/sexual content and this seems to be whether the segment of the userbase that posts online likes it as a matter of creative opinion.

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  • [–] 2 points 1 year ago

    Common Brasil W

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