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.
SnotFlickerman@lemmy.blahaj.zone 3 months ago
They’re making fucking bank with these practices. It will have to be stopped by government regulation. Self-regulation of industries has literally never fucking worked once in history. Look at Boeing, which has had the FAA basically glad-handing it for 50 years and it’s falling apart at the seams (sometimes literally).
-Upton Sinclair
dormedas@lemmy.dormedas.com 3 months ago
I mean, look how fast the ENTIRE industry shifted to battle passes (and still gacha) and away from “loot boxes” the very moment the first country said they’d consider regulation.
Facebones@reddthat.com 2 months ago
At least with battle passes its all laid out and its more a case of putting the play time in.
Grangle1@lemm.ee 3 months ago
Even the ESRB, another example of gaming industry self-regulation, hasn’t stopped gaming companies marketing Learned games to kids or really slowed down sales or access to such games to underage players at all. If anything, they use the M rating as a direct marketing tool to kids: “your parents wouldn’t want you to play this so you totally should”.
SnotFlickerman@lemmy.blahaj.zone 3 months ago
Ah yes, the ESRB, the group built to avoid actual regulation.
I mean, I get it, to an extent, the MPAA was and is absolute dogshit and filled with weird right-wing Christians who don’t like things that show women’s sexual pleasure.
So, to that extent, I can understand why they built that system to avoid idiot fucking puritans taking over the ratings sytem, but I generally agree, it’s become more of a taboo thing just like the “PARENTAL WARNING EXPLICIT LYRICS” just made people want that version more.
Without actual enforcement, it becomes something cool for kids to get.