Guide

Video Loot Boxes are Vilified, But are they the Only Problem?

In today’s video gaming world, loot boxes are a common occurrence, with them popping up in some of the biggest titles. Video game company, Electronic Arts (EA) is well known for its games that feature variations of loot boxes, with Star Wars Battlefront, Battlefield, and various FIFA titles all featuring these heavily discussed game items.

Many players of games that feature loot boxes are against the inclusion of them, as they often require you to spend real money to purchase and limit your access to game features and progression if you choose not to spend any money.

In a more profound concern, video loot boxes have often been linked to cases of problem gambling, and their existence has been in limbo on countless occasions. Although video loot boxes have gained a lot of attention from various bodies, are they the only problem? And should there be more of a focus on other forms of loot boxes?

The Problem with Video Loot Boxes

There is no doubt that video loot boxes offer a fun way to win unique items within a game, but since the items you receive are entirely chance-based, you may end up with a bunch of items that you did not want or need. This may not sound like a huge problem at first, but when they require real money to purchase and are incredibly addictive, they can end up being very costly for the player. These obvious issues prove just how troublesome loot boxes can be.

The addictive nature of video loot boxes is what causes concern, especially when children of all ages have access to them. Currently, they are not classified as a form of gambling, as the items can only be used in-game and are not redeemable for cash. But the question remains whether or not they should be classed as a form of gambling.

Do Video Loot Boxes Deserve All The Attention?

It is no surprise that video loot boxes have a bad reputation and are often linked as a getaway to gambling, with an alarming number of cases involving kids spending large amounts of their parents money. However, are other forms of loot boxes also worthy of the same reputation?

An alternative form of loot boxes that we can focus on are collectible card games (CCG). Collectible card games have been around for a long time, with one of the first editions being released in 1993 by Magic: The Gathering. While you may never have heard of this CCG, you will be familiar with the likes of Pokemon, Yu-Gi-Oh and Match Attax.

At a vague glance, you may think that the likes of Pokemon and Match Attax are harmless CCG’s and considering these as “gateways to gambling” is a highly dramatized look on a simple card game. Although under controlled conditions, buying a pack of cards here and there is not likely to cause any issues but when these purchases are not regulated, vulnerable individuals could quickly become affected.

The idea of chance behind every CCG is part of the fun and excitement that these games offer, but with the possibilities present of getting cards that are deemed “rubbish” or ones that you do not need, can leave a feeling of dissatisfaction. In this situation, chasing your desired cards can quickly be linked to a common gambling cliche of chasing losses.

Deciding whether or not loot boxes and CCG’s are gateways to gambling problems is not a question that is easily answered. However, it is easy to see the similarities that they share with various gambling activities.