Online casinos such as Nitro Casino continue to grow and are competing for the number one spot in terms of popularity with video games. The merging of video games and casino games is true, one innovation that seeks to improve player experience. In the recent past, however, there has been some debate about whether or not some elements in video games are essentially just a form of gambling. Of particular interest has been in-game loot boxes.
Not familiar with loot boxes in video games? This blog post should provide some schooling or insights on what you should know about these video games feature and why they continue to be a topic of discussion
Loot Boxes Explained
Most video games present players with an opportunity to purchase some virtual items, which are essentially put together to help the player to progress or advance in the game, by bettering their strategy. Generally referred to as micro-transactions, these opportunities have their allure as any player would want to progress in their video game.
What exactly is a loot box? In-game loot boxes are essentially mystery crates with randomized items including virtual weaponry, game skins, digital outfits and more. They are quite the popular feature in different types of video games, including free-to-play games. They are a common feature even on mainstream video games including FIFA and Fortnite.
Worth noting is that how loot boxes work varies from one game to the next. In some games, you may be able to trade the rewards or loot you get from the box for some in-game currency or even real-time currency.
The thing about these loot boxes is that you will have no idea what you are getting while paying for them. You could end up with some valuable and even rare stuff as pointed out, or you could also end up with stuff that’s more or less useless. As it is, you are essentially rolling the dice and taking the chance that you’ll end up with something worthwhile.
Are Loot Boxes Gambling?
Psychologists have described gambling as taking a risk on something value in the hope of attaining something better or of greater value. Many agree that loot boxes fit very well into this description, given that buying the loot box with no knowledge of its content makes chance a big element to it. It’s essentially no different from putting in quarters into the slot machines.
Some studies have gone ahead to point to and support that there is a correlation between loot boxes and gambling, even suggesting that there is a causative effect. Proponents argue that the sampled gambling, albeit on a small scale, experienced with loot boxes will inspire and grow an appetite or desire for more gambling action.
Given that these microtransactions add up to a value of tens of billions; a number expected to grow, it is no wonder that loot boxes have become the subject of close scrutiny. Indeed, it’s been reported from some quarters that Americans spend about twice as much on in-game loot boxes as they do on streaming services such as Netflix and Hulu combined.
Actions and Calls to Action
The debate has been ongoing for a while, and it seems there is no answer in sight. It’s really about time and seeing how it will all play out.
That being said, there is no denying that there have been calls from different quarters to have loot boxes regulated as a gambling activity. This is a call that’s been taken up quite seriously, with countries like the UK drafting regulatory bills to that effect. In the USA, some state representatives are also in the process of drafting a bill and drumming up support for the bill to be implemented as soon as possible. That being said, not much has really been done in actually regulating loot boxes, even though support for the same seems to be quite overwhelming.
What Industry Insiders Have to Say
Industry insiders have actively come out to refute that loot boxes constitute gambling, and what psychologists and others have argued to be a distinct correlation between loot boxes in video games and developing problem gambling.
The argument is that the items in the loot boxes hold no real value outside the video games since these items can only be used within the game.
Again, industry players have said that where the concern lies for kids, then rating gambling-related games or any video games with even an implied element of real or stimulated gambling should be rated “A” for adults, or “M” for mature. Prohibiting or banning any game with microtransactions that offer the element of chance such as loot boxes, in the opinion of industry insiders, is an extreme and unnecessary action.
Final Thoughts
Whether or not there is any justification for calls to regulate loot boxes remains the big question. Indeed, more research needs to be done, in order to inform the best course of action going forward.