As someone who grew up playing games like World of Warcraft and other AAA titles, I’ve seen how the gaming industry has evolved over the years—and not always for the better. One of the most disturbing trends is the rise of gacha games, which are, at their core, thinly veiled gambling systems targeting younger players. And I think it’s time we have a serious conversation about why this form of gaming needs to be heavily restricted, if not outright regulated.

Gacha systems prey on players by offering a sense of excitement and reward, but at the cost of their mental health and well-being. These games are often marketed as “free to play,” making them seem harmless, but in reality, they trap players in cycles of spending and gambling. You don’t just buy a game and enjoy its content—you gamble for the chance to get characters, equipment, and other in-game items. It’s all based on luck, with very low odds of getting what you want, which leads players to keep spending in hopes of hitting that jackpot.

This setup is psychologically damaging, especially for younger players who are still developing their sense of self-control. Gacha games condition them to associate spending money with emotional highs, which is the exact same mechanism that fuels gambling addiction. You might think it’s just harmless fun, but it’s incredibly easy to fall into a pattern where you’re constantly chasing that next dopamine hit, just like a gambler sitting at a slot machine. Over time, this not only leads to financial strain but also deeply ingrained mental health issues, such as anxiety, depression, and a lack of self-control when it comes to spending money.

Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems, recognizing the dangers they pose, especially to younger players. The fact that these systems are still largely unregulated in many other regions, including the U.S., shows just how out of control things have gotten. The gaming industry has shifted from offering well-rounded experiences to creating systems designed to exploit players’ psychological vulnerabilities.

We need to follow Europe’s lead in placing heavy restrictions on gacha and loot boxes. It’s one thing to pay for a game and know what you’re getting; it’s another to be lured into a never-ending cycle of gambling for content that should be available as part of the game. Gaming should be about fun, skill, and exploration, not exploiting people’s mental health for profit.

It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.

  • Snot Flickerman@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    148
    arrow-down
    2
    ·
    3 months ago

    It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.

    They’re making fucking bank with these practices. It will have to be stopped by government regulation. Self-regulation of industries has literally never fucking worked once in history. Look at Boeing, which has had the FAA basically glad-handing it for 50 years and it’s falling apart at the seams (sometimes literally).

    It is difficult to get a man to understand something, when his salary depends upon his not understanding it.

    -Upton Sinclair

    • dormedas@lemmy.dormedas.com
      link
      fedilink
      English
      arrow-up
      49
      ·
      3 months ago

      I mean, look how fast the ENTIRE industry shifted to battle passes (and still gacha) and away from “loot boxes” the very moment the first country said they’d consider regulation.

      • Facebones@reddthat.com
        link
        fedilink
        English
        arrow-up
        2
        ·
        3 months ago

        At least with battle passes its all laid out and its more a case of putting the play time in.

    • Grangle1@lemm.ee
      link
      fedilink
      English
      arrow-up
      13
      ·
      edit-2
      3 months ago

      Even the ESRB, another example of gaming industry self-regulation, hasn’t stopped gaming companies marketing M-rated games to kids or really slowed down sales or access to such games to underage players at all. If anything, they use the M rating as a direct marketing tool to kids: “your parents wouldn’t want you to play this so you totally should”.

      EDIT: autocorrect is dumb

      • Snot Flickerman@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        13
        ·
        edit-2
        3 months ago

        Ah yes, the ESRB, the group built to avoid actual regulation.

        I mean, I get it, to an extent, the MPAA was and is absolute dogshit and filled with weird right-wing Christians who don’t like things that show women’s sexual pleasure and a lot of other weird censorial decisions.

        Like how Hillary Clinton wanted to ban GTA because of the Hot Coffee mod, when the actual “Hot Coffee” minigame wasn’t available in an easily accessible way.

        So, to that extent, I can understand why they built that system to avoid idiot fucking puritans taking over the ratings sytem, but I generally agree, it’s become more of a taboo thing just like the “PARENTAL WARNING EXPLICIT LYRICS” just made people want that version more. (That really worked out, huh, Tipper Gore?)

        Without actual enforcement, it becomes something cool for kids to get.

        • Ashtear@lemm.ee
          link
          fedilink
          English
          arrow-up
          8
          ·
          3 months ago

          The AO rating is still the kiss-of-death for game content in North America, enforced by retailers. Even still, the ESRB only came about because the political climate at the time was very much “clean up your shit or we’ll do it for you.”

          • Grangle1@lemm.ee
            link
            fedilink
            English
            arrow-up
            1
            ·
            3 months ago

            Then they come up with the rating system whose only enforcement is on the AO rating, and don’t bother to actually clean up their shit. As the post above yours mentioned, the problem is lack of enforcement anywhere outside the AO rating or even anyone involved actually caring. Devs and marketing teams push for M if they want to actually sell a game to kids above 7 years old, retailers will sell anything to anyone lest they lose out on the money, and parents who ask about it will just ask the kid who wants to buy the game and will lie about what the rating means. We can crab about movie ratings all we want, but at least most studios and theaters actually enforce the MPAA’s rating and parents know what movie ratings mean. Game ratings are basically like TV ratings, so irrelevant you wonder why they even bother.

            • Ashtear@lemm.ee
              link
              fedilink
              English
              arrow-up
              1
              ·
              3 months ago

              I don’t know where you’re hearing retailers don’t enforce ratings. Yes, it happens uncommonly, but the FTC previously found ratings compliance was higher among video game retailers than at the box office, and not much has changed in the culture since then. I’ve worked at multiple retailers that sold video games, and the training for video games enforcement was always taken just as seriously as with alcohol sales.

              Being the largest entertainment industry in the world now, video game publishers are serious about this stuff. Developers also still take steps to avoid a Hot Coffee situation from occurring again.