Uploaded by Elliott

persuasive essay FINAL draft

advertisement
Liden 1
JL
Professor M. B.
English Comp. 1010
21, October 2022
The Issue With Loot Boxes and Gambling
Imagine walking into a crowded building full of sights and sounds. The cards whirring in
the hands of dealers backdropped by a playground of neon colors and strobing lights. You hear
the sounds of bells and whistles of various slot machines as the racketing noise of their levers
being pulled goes *thonk thonk*. I’m sure most people pictured a lively bustling casino in their
minds. Now imagine that all the patrons you see at the tables and sitting before the slot machines
are children. This is essentially what microtransactions in video games have evolved into over
the years. While things like cosmetic microtransactions in video games are commonplace these
days, unfortunately so too are their cousin the “loot box”.
A loot box is a box containing a prize of unknown value, especially one offered for sale
to players as part of an online game (Collins). Because these loot boxes are randomized and the
odds of getting the best items are stacked against the player, much like a lottery ticket would be,
I and many others would argue that loot boxes are essentially the same as a scratch off lottery
card or a Powerball ticket one might pick up at a gas station. Being that loot boxes are essentially
gambling, and gambling has the potential to cause issues with a person’s physical, emotional,
and financial health, as well as possibly leading to gambling addiction, many inside and outside
of the gaming industry believe that the laws in our country should change and that regulators
should step in to put a stop to RNG loot boxes once and for all. Vaguely
Liden 2
The first video game to introduce microtransactions was The Elder Scrolls IV: Oblivion
by Bethesda Game Studios all the way back in 2006. (Wikipedia) The item for sale was a simple
armor set for the players horse, and while at the time this was received negatively, it proved the
market was ripe for a new form of transaction: the microtransaction, better known in the industry
as DLC or downloadable content. DLC originally started off as nothing more than additional
contend made for purchase for an already existing and released video game, available only
thanks to the internet. While DLC started as something seemingly innocuous it has rapidly
transformed into a serious problem within the games industry. Loot box spending in 2022,
according to website Statista.com, is projected to hit 18.79 billion dollars by the end of the year
2022, and an estimated spending of 20.3 billion dollars by the end of 2025(Statista). To put that
into perspective the lottery in the US generated just under 27 billion dollars in 2020, and the
lottery is reserved only for adults 21 and older. To top it all off, about 5% of gamers generate
half of the entire revenue created by loot box sails. This wouldn’t be an issue of loot boxes
weren’t primarily targeted towards children.
New research study compiled by the GambleAware charity went through pre-existing
research to examine the validity of the links between in-game random prizes, or loot boxes, and
gambling behavior. (BBC) A few of the things it found was that of the 93% of children who
played video games, up to 40% had previously opened loot boxes. It also found that twelve out
of the thirteen studies on the topic have established unambiguous connections between opening
loot boxes and problem gambling behavior. (BBC) “Many gamers do ascribe discrete financial
values to loot box contents – based on purchase or resale price – suggesting that many loot boxes
Liden 3
meet existing criteria for gambling regulations,” one of the authors of the newly commissioned
research study wrote. (BeGambleAware)
Many countries around the world have already begun conversations on how to change
laws regarding loot boxes and the dangers it poses towards minors and their psychological
health. One country, Belgium, has already made loot boxes illegal staying that video game loot
boxes are in violation of gambling legislation, according to the Belgium Gaming Commission.
Specifically, that organizing games of chance or betting, both of which are readily available to
do in many video games today, requires a license from the Gaming Commission or GC.
(Gamingcommission.be) In the United States back in 2021, Congressmen and women sent an
open letter to several large video game companies urging them to re-evaluate and adopt stricter
standards for how they handle in-game microtransactions, with loot boxes being the specific
target of their ire. Despite this though, game publishers continue to pump their games full of
predatory loot boxes and pay to win mechanics.
There are countless horror stories of young kids accessing their parents credit card
without their knowledge and running up bills that total in the thousands, and sometimes tens of
thousands of dollars such as Jasman Choo, a teenager from Singapore who ended up spending
$20,000 of his parents’ money. (Channel News Asia) Now while Jasman and many other people,
adults and children alike may themselves not realize what is going on, the psychologists hired
and employed by today’s game publishers do. Just as things like slot machines can be alluring to
some people, so can too the loot box. Psychologists refer to the principle by which things like
loot boxes or slot machines work. It’s called the principle of “variable rate reinforcement”. “The
player is basically working for reward by making a series of responses, but the rewards are
delivered unpredictably. We know that the dopamine system, which is targeted by drugs of
Liden 4
abuse, is also very interested in unpredictable rewards. Dopamine cells are most active when
there is maximum uncertainty, and the dopamine system responds more to an uncertain reward
than the same reward delivered on a predictable basis” says Dr Luke Clark, a director at the
Center for Gambling Research at the University of British Columbia. (PC Gamer) Another
psychologist that studied this phenomenon was B.F. Skinner who in the 1930’s conditioned
animals to respond to certain stimuli in closed boxes, aka Skinner Boxes, and showed that even
when the rewards were removed from the equation, the subjects of the study would persistently
respond, sometimes many hundreds of times, all to try and recreate the circumstances in which it
got its reward before.
If that isn’t enough to worry you, lets talk about a few of the other psychological
principles at work in games aimed at audiences as young as six years old. First there is the “sunk
cost fallacy”. According to Grammarly.com “the sunk cost fallacy is the human tendency tostick
with endeavors in which we’ve already invested time, money, or other resources even when
changing course would be the more logical choice.” (Grammarly) By far the best example of this
in practice is constantly throwing money at a car that keeps breaking down every month. Oddly
enough, we as humans have this idea in our minds that its “not over” until we give up, so in a
persons mind its almost as if they haven’t lost until they give up. So even though you’re 10 loot
boxes and $50 dollars down, its not actually $50 lost until you decide to give up the chase on that
legendary item, or that high stat player in games like FIFA. Again, back to the car, it’s not
money wasted until you decide that it would be better off to just purchase another vehicle.
There’s also the “gambler’s fallacy” which preys upon people’s skewed idea of
probability. A perfect example of this would be tossing a fair coin five times and getting heads
all five of those times. In many people’s minds the next flip of the coin would be more likely to
Liden 5
land on tail’s simply because its “due” to come up tails regardless of the fact that each coin flip
has an exactly 50/50 chance of landing on either. This works hand in hand with the “sunk cost
fallacy” in that the more loot boxes you go through, the higher the perceived chance of getting
that item you’ve been chasing after, and again, even though you’re ten loot boxes in, its not a lost
cause until you decide its time to give up. These are just a few of the many psychological
principles at play in modern day loot boxes, but there are many more such as the “availability
heuristic”, “illusion of control”, “the near miss illusion”, and the list goes on. (Psychology of
Games)
Considering all of the many psychological tools of manipulation that are at play, it’s clear
to me, and to many others in the gaming community that not only are loot boxes almost identical
to gambling, but that they should be regulated as such by the government. It is obvious that with
such a gigantic stream of revenue flowing to these publishers, CEO’s, shareholders, and the
lobbyists hired by said publishers, that this is going to be an uphill battle. Hopefully though as
the public becomes more aware of this issue, and more stories of children, teenagers, or even
adults going into debt and spending incredible sums of money on what amounts to nothing more
than a fancy “Skinner Boxes”, that more people and regulators will get involved in the fight to
end this type of harmful and insidious manipulation in our video games.
Liden 6
Works Cited
Closes, James. “Lifting the Lid on Loot-Boxes.” Be GambleAware,
https://www.begambleaware.org/sites/default/files/202103/Gaming_and_Gambling_Report_Final.pdf. Accessed 27 Oct. 2022
Gerkin, Tom. “Video game loot boxes declared illegal under Belgium gambling laws.” BBC
News. 26 April 2018, https://www.bbc.com/news/technology-43906306. Accessed 27
Oct. 2022
Kramer, Lindsay. “Sunk Cost Fallacy: Definition and Examples.” Grammarly, 25 Aug. 2022,
https://www.grammarly.com/blog/sunk-costfallacy/#:~:text=The%20sunk%20cost%20fallacy%20is%20the%20human%20tendency%20to%
20stick,be%20the%20more%20logical%20choice, Accessed 27 Oct. 2022
“Lentis/Microtransactions in Videogames.” Wikibooks, Wikimedia Foundation, 30 March 2021,
https://en.wikibooks.org/wiki/Lentis/Microtransactions_in_Videogames#:~:text=The%20
first%20microtransaction%20sold%20by,cosmetic%20item%20was%20too%20much. Accessed
25 Oct. 2022
“Loot Box.” Collins Dictionary, HarperCollins Publishers.
www.collinsdictionary.com/us/dicttionary/english/loot-box. Accessed 26 October 2022.
“Loot boxes linked to problem gambling in new research.” BBC News, 2 April 2021,
www.bbc.com/news/technology-56614281. Accessed 27 Oct. 2022
Liden 7
https://www.channelnewsasia.com/cnainsider/spent-parents-money-mystery-loot-boxes-gamingproblem-gambling-2050696. Accessed 28 Oct. 2022
Madigan, Jamie. “Using Psychology and Loot Boxes to Destroy Video Games: A fun and
Practical Guide.” The Psychology of Games, 1 Jan. 2018,
https://www.psychologyofgames.com/2018/01/using-psychology-and-loot-boxes-too-destroyvideo-games-a-fun-and-practical-guide/. Accessed 29 Oct. 2022
“State and local lottery revenue in the United States from 1977 to 2020.” Statista, Dec. 2021,
https://www.statista.com/statistics/249128/us-state-and-local-lottery-revenue/. Accessed
24 Oct. 2022
Wiltshire, Alex. “Behind the addictive psychology and seductive art of loot boxes.” PC Gamer,
28 Jan. 2017, https://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-ofloot-boxes/. Accessed 29 Oct. 2022
Yeoh, Grace. “I spent $20,000 of my parents’ money on mystery boxes’: When lines between
gaming and gambling are blurred.” Channel News Asia, 20 June 2021,
Davies, Rob. “Video game loot boxes linked to problem gambling, study shows.” The Guardian,
1 Apr. 2021, https://www.theguardian.com/society/2021/apr/02/video-game-loot-boxesproblem-gambling-betting-children. Accessed 27 Oct. 2022
https://medium.com/@theroarbots/the-dangers-of-video-game-loot-boxes-85768e2b5602
Liden 8
https://www.gamedeveloper.com/business/congress-turns-its-eye-toward-loot-box-regulation-inletter-to-developers
Download