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Businesses The Almighty Buck Games

The FTC Says It Will Investigate Loot Boxes (kotaku.com) 153

The Federal Trade Commission this week agreed to investigate video game loot boxes, accepting an official request by Senator Maggie Hassan. In a Congressional oversight committee hearing yesterday, FTC chairman Joe Simons affirmed Sen. Hassan's request that loot boxes be investigated. From a report: During her turn to ask questions at the hearing, Hassan cited a recent report by Great Britain's Gambling Commission that found 31% of children in the country had at one point or another paid money to open a loot box, a well as moves by Belgium (which prompted Square Enix to pull three mobile games from the country), Japan, and other countries to limit how loot boxes can be used in games. "Given the seriousness of this issue, I think it is in fact time for the FTC to investigate these mechanisms to ensure that children are being adequately protected and to educate parents about potential addiction or other negative impacts of these games," Hassan said. "Would you commit to undertaking this project and keeping this committee informed about it?" In response, Simons said "yes," but declined to go into any more detail about the FTC's current position on loot boxes and whether they constitute a form of gambling. Despite vocal criticism from Hassan and a few others on the topic, regulators have not been jumping to get involved in the debate.
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The FTC Says It Will Investigate Loot Boxes

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  • Why not investigate parents that have given little Billy or Susie the ability to spend money on anything without parental oversight. Letting their children buy loot boxes is probably the least harmful thing that could result from such carelessness.

    I suspect that it isn't children doing most of the spending. Instead it's the same kind of people who would gladly plow hundreds or even thousands of dollars into a slot machine at the nearest casino or who would buy dozens of scratch tickets at a local gas sta
    • by Joe_Dragon ( 2206452 ) on Wednesday November 28, 2018 @05:58PM (#57717218)

      the app stores had the auto buy with card on file (needed even for free apps) and the game cash to make it look like it's not real cash.

      • That can be disabled. If you're not smart enough to do it before giving your child the device, you'll probably learn to do it after getting a bill.
        • when it first happened that it was not really that easy and on ios you needed an CC + and had to enter your password for free apps starting an 15 min no need to password to buy stuff.

      • by dissy ( 172727 )

        the app stores had the auto buy with card on file (needed even for free apps)

        Wait what? When did they start requiring a CC for free apps? That's pretty bullshit, is it some new "age verification" thing?

        I have three apple IDs setup within the first year or two when the app store first launched, and never linked a payment method to them. They were purely for free apps and to sync separate iTunes data to each device.
        I just checked my 3gs and can still sign in to the app store, but due to its 32-bit-ness I can't test getting a free app to see if it would force me to enter a card or n

        • by mentil ( 1748130 )

          Can confirm. When you first go into the App Store app (apps!), it requires you to set up a credit card before you can so much as look at what's there (or did when I set up my phone 2 years ago). Maybe I'm mistaken and it was only required when I tried to install a free app, but either way I used a temporary card number, which I deactivated after they accepted it.

  • by PortHaven ( 242123 ) on Wednesday November 28, 2018 @05:39PM (#57717092) Homepage

    $eriously, like $80 and the girls get some make up, dolls, and bath bombs. o.O
    https://www.amazon.com/L-L-Sur... [amazon.com]

    ***

    Last year my daughter wanted one, I was like HELL NO, not at that price. So daddy went to Dollar Tree and bought a large Tupperware bowl. Stuffed it full of little things, bath bombs, etc, etc. Wrapped it in aluminum foil. Then wrote

    "Daddy L.O.L.Z." on it....

    Kids loved it.

    • by mentil ( 1748130 )

      These are generally called 'blind boxes' and are common in Japan, in particular with figurines. It's like gacha, only with an opaque box instead of a coin-op machine. Packs of collectible cards (card games included) are the same concept. I agree they're all comparable and should all be prohibited as they're pushing gambling to the retail space, and harm customers emotionally. Kids tend to open/steal these and they're unsellable if open as noone's going to buy that common figurine they already have 5 of.

    • Discussed this with my partner, she likens L.O.L. Surprise! of the modern generation to the Kinder Eggs or football card packs that we grew up with - was cheaper to buy such crap back then though, not £50 for a random pop. Such gambling addition products seem to have been aimed at the kids for decades, we just did not notice.
  • There is a market solution to the loot box problem: stop buying the stupid loot boxes. Better yet: Educate your kids not to buy the stupid loot boxes.

    Every generation of kids has to face an addiction. When I was growing up, it was Magic: The Gathering AKA "cardboard crack." College students or graduates would spend significant their disposable income on randomized card packs, waiting to get that rare card so they could show-off to their friends. I remember one group of guys who had been in community col

    • by rsilvergun ( 571051 ) on Wednesday November 28, 2018 @06:03PM (#57717236)
      I mean Drug war? What Drug war?

      Loot boxes take advantage of well known defects in human thought and personality. They're very well known because they're the same defects that make gambling work. That's because loot boxes === gambling (using 3 equal signs to indicate exact match here).
      • So what if it is? Insurance is essentially gambling as well, but I think you'd be hard pressed to insist we get rid of that. If people aren't free to make terrible life decisions, they really aren't free at all. Trying to ban them from engaging in that behavior almost never makes it go away either. Instead it merely ensures that the kind of people who offer those desired services probably won't be terribly nice.
        • by rsilvergun ( 571051 ) on Wednesday November 28, 2018 @07:05PM (#57717604)
          the insurance industry, for example, is heavily regulated to ensure people get value out of it.

          The reason the industry won't self-regulate is they know damn well that gambling mechanics with real money being exchanged means an AO rating.

          As for preventing terrible life decisions, those people's decisions effect you too. The most obvious is you get worse games. The less obvious is that people turn to crime to feed their addictions. You don't live life in a vacuum. No man is an island. And you can't just put your fingers in your ears and chant "freedom" and make out alright.
          • the insurance industry, for example, is heavily regulated to ensure people get value out of it.

            Yes, and the regulations specifically make sure its less value than what the citizen paid.

            The insurance industry is exactly like slot machines that pay back over 90% but less than 100%

            • it's a common mistake by Americans. The problem is that healthcare delivery is fundamentally not insurable. That stopped being the case when medicine became more advanced than a few pills and the occasional operation. We're past the "disaster recovery" stage of medicine and well into maintenance mode.

              I have life insurance. About $500k total. Why? Because if I get in a car wreck and die I don't leave a lifetime of poverty for my family behind me. This way the kids have money to finish college and get set
    • Introduce them to the economics of it before the addiction can get a hold on them.

      Great idea! Perhaps through some sort of video game ...

    • by tlhIngan ( 30335 )

      There is a market solution to the loot box problem: stop buying the stupid loot boxes. Better yet: Educate your kids not to buy the stupid loot boxes.

      Every generation of kids has to face an addiction. When I was growing up, it was Magic: The Gathering AKA "cardboard crack." College students or graduates would spend significant their disposable income on randomized card packs, waiting to get that rare card so they could show-off to their friends. I remember one group of guys who had been in community college

    • by rtb61 ( 674572 )

      Actually you hit the nail right on the head their. Magic the Gathering, straight up gamling, right here on a single website proof https://www.mtgotraders.com/st... [mtgotraders.com]. Buy packs of lottery tickets 'er' cards and sell the high value ones, a straight up lottery and fucking guess, just fucking guess exactly where the loot box idea came from and who they were copying. Keep in minds the fucking children exploits arseholes at Wizards of the Coast, ban copies of the cards at events, what the fuck, why can you not pri

      • just fucking guess exactly where the loot box idea came from

        Valve. They came from Valve. Team Fortress 2.

        A pack of magic cards are no different than a pack of baseball cards.

        • by Jack9 ( 11421 )

          Valve was not the originator.
          The loot box idea possibly came from a non-US company. It would be an interesting research topic.
          Back in the 80s and 90s, CCG loot boxes were a thing. Boxes of cards of varying utility and resale value.

          • The loot box idea possibly came from a non-US company. It would be an interesting research topic.

            ..and after the research, it was Valve and Team Fortress 2.

            I didnt tell you it was Valve and TF2 before veryifying. I guess that makes for a big difference between us. One of us cares about being accurate, the other cares about pretending.

  • Maybe while they're at it they can investigate all the cash mom and dad are busy spending on in-app purchases in Candy Crush.

    • Re: (Score:2, Informative)

      by Anonymous Coward

      Wow did you ever miss the point on this one. While I would never buy anything in a mobile game, what you are talking about is completely different. In your example you know exactly what you are getting before you make the purchase. Yes it has no value, but that is not the point, you are getting something that is definable; eg... jump 20 levels, 10 lollipop bombs, 3 extra lives, etc... With a loot box you are getting the chance at something of in game value.

      • No, I understand - but it doesn’t sound like the “gambling” aspect is really what they’re concerned about here. From the summary:

        ”I think it is in fact time for the FTC to investigate these mechanisms to ensure that children are being adequately protected and to educate parents about potential addiction or other negative impacts of these games”

        The addictive nature of the games and the mechanisms the game makers use to keep both kids and adults playing is the issue - wheth

  • And not all games treat loot boxes in the same way.

    Gambling is a chance to win back more money than you spent on the gamble, which is impossible to do when the money is converted into a loot box that is guaranteed not to contain more money than you spent on the box in the first place.

    Loot boxes are a way for gaming companies to make money via microtransactions from people that know that the contents of the boxes are random, and may contain something they want, or may contain something they don't want, and a

    • by Ogive17 ( 691899 )
      I think the problem is that people do not actually know the odds of getting the item they desire through these boxes.

      I don't spend money on these types of things but I would want to know exactly what I was going to receive from my purchase.
    • But can a player keep an unopened loot box and sell it to another player? That would be more interesting from an FTC perspective.
    • Gambling is a chance to win back more money than you spent on the gamble, which is impossible to do when the money is converted into a loot box that is guaranteed not to contain more money than you spent on the box in the first place.

      Ahhh but is it? Your fault is assuming that all items have no value. Your fault is also assuming that items which can be bought and sold are rigged to have lower value then the cost of the box. Depending on which game you play either or both of the assumptions are false.

  • I used to collect Spider-Man trading cards as a child. There was a fairly good probability of scoring a hologram card in a pack. The pack cost three dollars and I'd resell the card to the shop. The shop would re-sell the card for thirty dollars. I'd compulsively buy cards until I was broke. I did cash out one time for eighty bucks. Not bad for a twenty dollar investment. Don't even get me started on Magic: The Gathering. My buddy could probably use his Black Lotus as equity on a loan. This is probably an
  • I feel like this has happened before...

  • A game usually has you grind out a "key." That key takes like 24 hours of time spent playing to unlock. However, instead you can just pay $2 and get a key. Consider the key as an in game currency. It may also be an out of game currency because many games and steam allow you to trade items and actually put values on the items. So you spend $2 on a key, and you can open up a box that either has a 1 cent item or a $2000 item. We know the exact values of those items because they are traded or sold on marketpl
  • Disclaimer, I'm a fairly heavy gambler with actual money, often seeing 5-digit swings in a single day.

    I've played a fair amount of games with loot boxes, some more hostile and overt than others, and have to say that I definitely do not consider them gambling in any kind of formal or legal sense. One of the key distinguishing elements is the ability to officially extract real world value out of the resultant product. This fails in almost every game: Once you spend currency on the game, whether you buy extra

    • by MrL0G1C ( 867445 )

      And that's completely besides the point, the point is that loot boxes are deliberately made to hook in to the same parts of the brain that cause gambling addiction. IE loot boxes are made to be addictive. And games with loot boxes are often made grindy deliberately to encourage you to buy loot boxes to avoid the grind. Or to put it another way, they have to make the gameplay less enjoyable so that you'll pay to skip it.

  • will they outlaw baseball cards?

  • Please regulate loot boxes, I want better drops.

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