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
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    4 days ago

    I’m not the one who made the original post so I’m not asking for a solution for this.

    I’m pointing out how hard it is to lay down a line in the sand and say “this one is bad and this one is good” because sadly, but very arguably, the core game mechanics are addictive themselves.

    I remember the couple in China South Korea whose baby died because they were playing too much WoW.

    It’s been 20 years I got the country wrong: https://arstechnica.com/gaming/2005/06/547/

    Some people just cannot control themselves when it comes to a skinner box.

    I don’t know what the solution is because I’d rather not see Diablo/WoW/Borderlands/Balatro get banned.

    I just think it is important to discuss the reality of their skinner box operational procedures.

    • missingno@fedia.io
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      4 days ago

      Gacha is the line in the sand I’m willing to draw. Don’t put randomness in the price tag.