Recent comments in /f/science

asleepaddict t1_jcxvrz7 wrote

It is typically a pack of digital items to use in a video game. Usually chances of getting something considered “a very useful item” are slim to none.

Basically, loot boxes are purchased to unlock “random” items/characters with the hope of something great, instead of purchasing something specific.

I find that my gaming friends do not care for these types of things, while my decade younger sibling and their gaming friends are absolutely obsessed.

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enelspacio t1_jcxrmyb wrote

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Piggywonkle t1_jcxjzcl wrote

Your lootbox mechanics, if not the entire game, are likely designed by straight up casinos. Regulation has been way too slow to catch up to horribly exploitative market practices in this context. These studies should have happened over a decade ago, and legislation should have been passed already. Instead, we're still entertaining arguments that they don't constitute gambling at all.

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NolanSyKinsley t1_jcxa4k6 wrote

Why do articles repeat the same thing 3 times in a row with very slightly different wording all the time? In the sub title intro statement, in the bullet text of an image, and then again as the intro to the article where they FINALLY explain the acronyms that they should have used as the one and only explanation of it in the title description. I don't need to read the same thing 3 times in a row to get through the intro of an article, it is super annoying and feels like a school child trying to hit 500 words on their essay.

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BabySinister t1_jcx4het wrote

It is gambling. The major difference is that in traditional gambling your chasing a universally accepted value, money, while with a lootbox you are chasing perceived value in a game. In the end it's still spending money for a chance to get value. It's gambling and it shouldn't be a surprise that getting kids used to gambling has an effect on how often they will gamble in the rest of their life.

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