For example, you can get married at 16 in the UK, but can't drive until 17 (it's not a priority as we didn't build so many car-dependent hellscapes), and you can buy alcohol at 18 or be given it with a meal by your parents at younger ages, because we didn't have puritans making motorway funding contingent on passing strict drinking laws like the USA did.
Anyway, what I remember from the UK's Gambling Commission giving committee evidence to MPs on this topic is to ask the question: what is gambling? What activities need strict regulation, audit trails, compliance inspectors, etc? Village fête tombolas? Fundraising prize draws? Radio station cash giveaways? Top trumps? Panini sticker albums?
Lootboxes are not slot machines or FBO terminals. If they can't be "cashed out", they are more like collectible card games... which are also IMHO a plague on humanity, but not the same level of destructive activity as gambling for cash. They do need regulation, given how prevalent they are in games popular with teenagers, but need different regulation from casinos.
Games like Fortnite deserve regulation too, weaponised FOMO to keep money rolling in is dodgy too.
Even if they can't be cashed out officially, there are often other unofficial ways. Like selling the accounts in question.
You can sell/trade MTG and Pokemon cards, but that doesn't make them "casinos"
... are you sure?
16 if you're buying wine or beer with a meal, at least in Scotland. This means that when you go to your mate's mum's pub for a pub lunch on a Friday you need to watch out for your teachers also going for a lunchtime pint.
Man, the 80s were wild.
16-yo kids might do some amount of part time work, and should at least have enough of a concept of money to understand why pressing the "more loot boxes" button is a Bad Idea. They're also old enough that they might potentially have their own bank account and their own card, which then caps the damages to their allowance.
I strongly believe that this is mostly performative, honestly
Another point of contention is the randomness of packs. The way you play is: You save up to buy the entire set of boosters and already get almost all cards you need for competitive or fun play. The rest you need to trade for or buy individually. It is much more of a social interaction than gambling. The value you get from saving up and trading is easily 10x what you get from opening boosters.
That's why you will never see a bunch of kids queued up in front of a counter frothing from the mouth saying "just... one more!"
Can a 16 year old magically drive a car properly, but a 15 year old can't? Is an 18 year old magically much more capable doing their electoral civic duty than a 17 year old? Is a 21 year old magically able to consume alcohol responsibly, but a 20 year old isn't?
(Or whatever age cutoffs are appropriate for your jurisdiction.)
We define these cutoffs not because they are magical or apply equally to everyone, but because we have to draw the line somewhere, in cases where we aren't going to do a blanket all-ages ban. Sometimes the cutoff is chosen poorly, certainly, but that's a problem with the implementation, not the idea itself.
This same reasoning applies to sex consent, voting, driving, working.
We want to say "only qualified people can do x" but it's impossible to encode this in regulations and it always boils down to the sorites paradox.
So as a culture we have defaulted to "age is a good a proxy for being qualified".
However, we can't set up a force of psychoanalysts to assess every member of society and run chmod on them, so we go with a compromise.
The proliferation of gambling over so many domains has radicalized me against it in a way that I didn't think would've been possible a few years ago.
I grew up in Italy when sport betting was illegal and you had to do it through illegal channels, and I did it now and then like everyone else, and thought we should totally make it legal.
At some point all betting, slot machines etc.. became legal and it's been a disaster and I'm also totally radicalized against it.
On 100 EUR you will get → 79 back, if you put them again in the machine you will get → 62.41 → 49.30 → 38.95 → 30.77…
Aggrieved parties can partly get restoration. That way there never is enough political momentum to legiferate them. Try to resell your Fortnite account and they close it.
Just ripping packs hurts my soul. What a waste.
Pokemon cards have utility within the game of pokemon. They additionally have value in secondary market places which is not strictly tied to the rarity of the item. These markets are not required to exist for the game to function.
Lootboxes, especially for competitive games, do not have any utility within the game and are often cosmetic. Their value is strictly tied to the rarity of the item which the vendor fully artificially controls. Absent the secondary markets the cases would not be purchased and the items ignored.
So you have a choice. You can make pay to win items and publish the probabilities of actually winning them. Or you can have items that can't be traded. Otherwise you're trending very close to widely known regulated activity like gambling.
Whereas gacha games and lootboxes are notorious for unpublished, ridiculously bad odds for "desirable" things with no way to outright purchase them.
I think they're right, really.
Obviously you need to require enough friction that the experiences are comparable (e.g. no letting someone impulse buy 100 times in half a second without having to re-type their "I am an adult" payment info or something analogous, possibly just a hard ceiling for everyone), but I don't think you can ban everything that touches the same sharp edge, and you can't mandate that parents teach their kids how to handle it.
So I think the best you can do is put hard limits on people's ability to hurt themselves without at least an "are you really sure" check, and maybe something like not allowing cash in the exchange without adult verification so the kids might, at worst, gamble their FunBux they earned playing a game and get burned on having lost a lot of FunBux, rather than their or their parents' cash. (This doesn't stop parents from giving their kids their credit card, but that's not really a problem you can solve...)
Why not, though? Is this a general stance against banning anything, or do you think loot boxes, video games and/or kids are different?
I also think the odds should also be not only disclosed, but made prominent
And "learning" about gambling doesn't need to happen at 8 years old. What a fucking delusional view
Age ratings are an aid but still require passing good habits and developing your child’s ability to think and solve this for themselves. So not letting your kids get addicted to in-app purchases sounds like good parenting. Keeping your kids away from tablets and smartphones until they’re 16 is even better parenting.
And if a parent is blindly skipping an age verification screen for their kid without figuring out why that age verification is there in the first place, then they're a bad parent. You can't really fix that, unfortunately, outside of extreme cases.
I don't think I have ever paid attention to a single age rating in my entire life. Does anyone do outside of fundamentalist parents who wouldn't let kids play most video games anyways?
Very spiritually European move.
What regulators should do is focus on easily applicable percentage-based fines. Make sure it's not just another line item.
It's my understanding that lots of parents use these numbers as guidance. I will make my own decisions about what my child can play, but the ratings and all the labels makes it much much easier to make an informed decision.
For the parents that are not into gaming, being able to just go by these numbers is much better than having no such guidance.
> Does anyone do outside of fundamentalist parents who wouldn't let kids play most video games anyways?
Yes. In fact I believe they help breaking down the fundamentalism by making it so clear that gaming is not inherently bad or good for your child. It all depends on the content.
You mean when you've selected games for yourself to play? That's... fine.
If you mean when you've selected (or allowed) games for your kids to play, that's... pretty irresponsible.
This law in worst case doesn't cause any problems and in best case solve problems. So win-win.
Having said that, though, when I also combine this news with the attempt to force operating systems into sniffing for my age at all times, I am still totally against this. This kind of over-eager bureaucracy is not good. It reminds me of attempts to prohibit alcohol. Yes, it is not the same, a loot box does not cause physical symptoms really, compared to alcohol or, say, harder drugs - but states seem too eager to want to restrict people. Or monitor them, such as in the case of "age verification". So now this legislation is another basis to support mandatory age sniffing of everyone. So I am completely against it now.
edit: I'm pointing out the UK has apparently decided lootboxes are not gambling, because if they did classify it as gambling it'd be covered by existing gambling laws that restrict it to 18+.
Not that I personally hold that opinion, though I can see how I could have phrased my original message better.
It's a stupid decision by the government, they should be 18+ and recognised for being gambling.
Wow, considering how the UK has been going full Taliban on everything why stop at lootboxes? Guess the politicians are getting some money/bribes from the lootbox companies.
I presume my parent knew what they were doing, so, yeah, nanny state.
How much access to money parents want to give their kids is up to the parents.
What people do with their own money, including kids, is up to the people.
WHY are countries not enacting laws that punish companies for once? Say something like:
• "After 3-5 purchases of the same item with random contents the buyer should get the content they specifically want."
• "No item with random contents should cost more than N $\€"
• "Buyers should have N-M hours to get a refund for an item with random contents"
That way you could keep the "fun" and spirit of gambling without its destructive spiral and stuff
I have kids and as a parent I use these ratings as a very loose guide combined with my own experience and understanding of the game in question. Other parents ignore them completely.
I agree more could be done to directly affect the companies, and there have been a lot of legal cases surrounding loot boxes aimed at children.
But this is a good complement to that. It makes it easier for parents to get aware of the issue.
For instance, by being used in further legislation to mandate age verification on all operating systems. Lo and behold, that is already happening - see California.
One can not view a single law and assume it is isolated, when in reality this is a move by lobbyists to further restrict people and sniff after them (see MidnightBSD giving in and adding a daemon that sniffs for user data; I am 100% certain systemd on Linux will follow suit, via a new systemd-sniffy daemon). Some companies pay good money for such legislation. So the answer to your question is very simple, actually. You just should not view it as an isolated way while ignoring everything else - lobbyists are sneaky. It reminds me of Google claiming it has no problem with ad-blockers, then they went on to destroy ublock origin (https://ublockorigin.com/).
They've already enacted mandatory age-verification-via-ID to use apps/features.
It seems they're gonna put as many "gates/fences" at every N age years to make sure they can surveil as many people in distinct age brackets as possible.
Up next: Be of at least N years to watch cartoons with animated violence?
"Traditional" gambling is already not allowed below 18yo
I agree with some of your other points, though: we should have legally mandated return periods for this sort of thing. Not sure how you'd enshrine price limits into law, though; that seems impractical.
That's not how I use the term. I think of a loot box as a treasure chest or similar that you discover while exploring which, when opened, gives you some loot!
On the other hand if you're talking about a package with a random assortment of stuff in it that you buy without knowing what's inside, I call that a "grab bag" or "mystery bundle".
Am I too old? What games were primarily responsible for changing the vocabulary?
The model is very strongly associated with the rise of "live service" gaming, with Overwatch and Battlefield being some of the more notorious offenders.
They usually have a very involved opening animation with music and sounds specifically designed to maximize the feeling of anticipation. Once you see it it feels completely different from what you are describing, because it’s so obviously trying to maximize the gambling aspect of it. It’s like confusing genuine love with prostitution.