I don't think there is much of a difference and both cases should be more regulated (especially those catering to children who do not know any better).
I don't think there is much of a difference and both cases should be more regulated (especially those catering to children who do not know any better).
Trading Pokemon cards, I reckon I spent more on booster packs trying to get a Charizard than I've spent on all of the chests, loot boxes and packs in games, for nothing more than a piece of card that (sadly) eventually gets water damaged...
I'm also not clear how this differs from an MMO where you kill monsters over and over hoping for piece of random loot that can then be virtually sold.
It's exploiting dopamine hits but not as aggressively, and it doesn't - presumably - cost real money every time you try.
Yeah, I'm not a big fan of the people in these discussions who gloss over the "pay money to roll the dice" portion of the gambling issue.
With an MMO you have to put time and effort into it. It is, in essence, work. And if you don't like the results you can work some more. It would be the same as selling access to a gold panning stream for a lame real world analogy.
The second issue is that a physical object, like cards or stickers, does at least feel like a physical object, in that it's very easy to tell if you start having an excessive amount of them. On the other hand, on a lootbox, there isn't really a innate difference in response to buying one vs buying one hundred. So it eases some of the friction as well.