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.

  • @BruceTwarzen@lemm.ee
    link
    fedilink
    English
    22 months ago

    I watched a documentary on Darksyde Phil. He managed to spend 44000 on a Wrestling gambling game per month.

    I think the bright side is that you learned something even tho it was a 500 dollar lesson.

    I used to work with a guy who was super cheap. Like i sometimes payed for his coffee or whatever, because i always did that with friends and co workers, and sometimes they would pay too. He never did that. One day we talked about video games and spending habits. He said he doesn’t play video games, but he played clash of clans. I didn’t really know what clash of clans is, aside from seeing some screenshots and seeing memes. He said that he spend 500-800 dollars a month on the game. It kinda blew me away, because i knew that whales often spend a bunch of cash on games, i just was a bit shocked about the amount and that it was HIM. He looked at me and said, oh that’s nothing, you should see what my girlfriend spends on candy crush.