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Businesses The Almighty Buck United Kingdom Games

Loot Boxes in Games Are Gambling and Should Be Banned For Kids, Say UK MPs (techcrunch.com) 65

UK MPs have called for the government to regulate the games industry's use of loot boxes under current gambling legislation -- urging a blanket ban on the sale of loot boxes to players who are children. From a report: Kids should instead be able to earn in-game credits to unlock look boxes, MPs have suggested in a recommendation that won't be music to the games industry's ears. Loot boxes refer to virtual items in games that can be bought with real-world money and do not reveal their contents in advance. The MPs argue the mechanic should be considered games of chance played for money's worth and regulated by the UK Gambling Act. The Department for Digital, Culture, Media and Sport's (DCMS) parliamentary committee makes the recommendations in a report published today following an enquiry into immersive and addictive technologies that saw it take evidence from a number of tech companies including Fortnite maker Epic Games; Facebook-owned Instagram; and Snapchap. The committee said it found representatives from the games industry to be "wilfully obtuse" in answering questions about typical patterns of play -- data the report emphasizes is necessary for proper understanding of how players are engaging with games -- as well as calling out some games and social media company representatives for demonstrating "a lack of honesty and transparency," leading it to question what the companies have to hide.
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Loot Boxes in Games Are Gambling and Should Be Banned For Kids, Say UK MPs

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  • Verdict (Score:5, Interesting)

    by jargonburn ( 1950578 ) on Thursday September 12, 2019 @02:05PM (#59187190)
    Yes. We restrict or ban a number of things for minors, I think this should be one of them; of course, a bit more parental involvement/education might go a long way.
    I feel much the same way about loot boxes as I do marijuana; not for kids, let adults decide for themselves.
    • Part of the problem is that loot boxes sound fairly benign. Especially if you aren't a gamer and the nuances are lost on you.

      Personally I think they should ban loot boxes because they are a pox on gaming, never mind the children.

  • How can they do anything now anyways . . . ?

    • by Nidi62 ( 1525137 )

      How can they do anything now anyways . . . ?

      The report was published today, but the meetings would have already been held.

      Plus the proroguation is illegal anyway.

  • by enriquevagu ( 1026480 ) on Thursday September 12, 2019 @02:21PM (#59187306)

    Loot boxes refer to virtual items in games that can be bought with real-world money and do not reveal their contents in advance. The MPs argue the mechanic should be considered games of chance played for moneyâ(TM)s worth and regulated by the UK Gambling Act.

    LOL surprise toys [mgae.com] are also (real-world) gambling according to their ruling, and they are specifically targeted for kids. And kinder surprise. And probably collectible stickers. So they should be banned.

    Not that I disagree, just that they seem very similar to me according to their description, since some rare items in a collection are always worth a huge amount of money.

    • by flippy ( 62353 )

      Loot boxes refer to virtual items in games that can be bought with real-world money and do not reveal their contents in advance. The MPs argue the mechanic should be considered games of chance played for moneyâ(TM)s worth and regulated by the UK Gambling Act.

      LOL surprise toys [mgae.com] are also (real-world) gambling according to their ruling, and they are specifically targeted for kids. And kinder surprise. And probably collectible stickers. So they should be banned.

      Not that I disagree, just that they seem very similar to me according to their description, since some rare items in a collection are always worth a huge amount of money.

      Also, booster packs of any Collectible Card Game or Trading Card Game, Magic the Gathering being the biggest example.

      • Comment removed based on user account deletion
        • I didn't watch your whole video, so maybe there's an explanation in there somewhere, but: in what way are booster packs different from loot boxes?

          I can tell you how they're both different from slot machines, at least according to US courts: the gambling aspect of a slot machine is that you may or may not receive more than you put into it. With loot boxes and booster packs (Actually the ruling was for baseball cards, but those are also sold in booster packs.) you receive no money in return. When you buy a
          • by flippy ( 62353 )

            I didn't watch your whole video, so maybe there's an explanation in there somewhere, but: in what way are booster packs different from loot boxes? I can tell you how they're both different from slot machines, at least according to US courts: the gambling aspect of a slot machine is that you may or may not receive more than you put into it. With loot boxes and booster packs (Actually the ruling was for baseball cards, but those are also sold in booster packs.) you receive no money in return. When you buy a booster pack you're purchasing (not gambling for) a certain number of cards, and you always get that. This is why loot boxes are never empty: because they are a purchase, and not a gamble. The counter argument is that different cards have different value, and so you're risking money in the hope of receiving cards that are worth more in money than you put in, but the court didn't find that convincing.

            Agreed 100%. I'm not saying that the court ruling was wrong. I'm simply saying that loot boxes and booster packs are almost identical to each other in this regard.

            I own a game store, and I can tell you that the very first thing anyone talks about after opening a pack is "Did I get cards worth more than I paid for the pack?" and not "Did I get cards that are useful to me?"

    • Yea, that was the first thing that came to my mind too; in this sense it's very clear that capsule toys sold from gumball machines are every bit as much gambling, but the difference here is that the people distributing the capsule toys aren't creating an overt threat to the public's well-being by simultaneously running a open market for their trade and sale while manipulating the gambling odds and hype in an unregulated fashion to maximize the sales volume and resale prices.

    • So, what about baseball cards? Seems to me that, since some are worth more than others, and a pack of baseball cards contains a variable selection of cards, they'd qualify as "loot boxes"....
    • Loot boxes are much, much more elaborate and devious than Kinder surprise. Kinder doesn't hire teams of psychologists to sell chocolate. Go watch some videos from the Jimquisition show on YouTube to get a sense of the tricks they pull.

      Kinder cannot, for example, make the game easier or harder to encourage you to spend money because there is no "game", it's just chocolate.

      See, what makes it "gambling" is that there is a game, not just a chance.
      • by Trulak ( 1971012 )
        There's a game behind Pokemon, Yu-Gi-Oh, Magic The Gathering, and pogs back when those were a thing. How are they different? And just because one industry has not invested the capital to hire said psychologists doesn't mean they can't or wouldn't if they'd had the idea/profit opportunity to do so. Just because one doesn't seize an opportunity that others do doesn't mean the actions are fundamentally any different. As for psychologists themselves and an effort to manipulate people's behaviors, whoo you're go
    • The major difference of a Kinder Surprise, is that there is no gaming or other experience connected to them. I'm still not a fan, but buying Kinder Surprises doesn't give you any type of advantage in a corresponding game. This is not the case with Pokemon cards, so at the very least those should have warning labels and odds listed. Loot boxes are potentially worse on many levels because they're usually purchased with virtual currency which are designed to distance consumers from real world costs, and lock t
  • Obviously loot boxes are a form of gambling and should only exist in Indie games, and owned by Indigenous Peoples, like Scotland and Wales in the UK, and controlled by the Queen of Scotland and the Prince of Wales under Letters of Marque.

    Or in Canada under First Nations control, under the Queen of Canada.

  • Isn't any game that rewards you with virtual property with some otherwise dollar value technically gambling? You buy what you buy to enter the game, and then depending on how you do you end up with more or less 'assets' with a certain associated value which could also be purchased. How is that not also gambling?

    The only scenario by which it wouldn't be gambling is either if the price of the game is all up front and it doesn't matter how you do, or if the things you win in the game cannot be bought other
  • by omfglearntoplay ( 1163771 ) on Thursday September 12, 2019 @03:17PM (#59187744)

    Gambling is a terrible thing, and kids have no business being exposed to it. PULL THAT JUNK NOW.

  • by turp182 ( 1020263 ) on Thursday September 12, 2019 @08:15PM (#59188772) Journal

    Have a system where you see what you will get before paying. Roll over the contents every hour or whatever period.

    Contents would probably improve. Sales may go down.

    But in no way is it gambling. It is a short term sale.

    I play little games that do this, I haven't spent a cent, and won't.

  • You know what's already banned for kids? Using credit cards. If parents are letting kids use their credit cards to buy these loot boxes why do we need a whole new set of laws to deal with this? Kids should not be purchasing stuff on the internet. I hate loot boxes as much as the next guy but for fuck's sake, if someone wants to buy one and then gamble it away that's their own business.
  • Handing over power to politician fools is a gamble too and should be banned.

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