15 European gambling regulators unite to tackle loot box threat

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_Saranghaeyo_ wrote:
It really only applies to p2w kind of shit, whereas MTX in POE is strictly cosmetic.


Not relevant at all.
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xMustard wrote:
my main point is, its up to those people to do something - much like your question asks - and not up to anyone else, especially not the government, to say you can only do this X amount of times, or something like that.


So, random example, a friend of mine went to hospital as a kid because he ate too many ice pops on vacation and got poisoned by the colour they put in there back then (where colour in a product made of solely sugar, water and colour is also just a trap because the brain associates colourful + sweet = healthy and nutritious.)

You fine with stuff like that happening to your kids? Or is it ok that the government does some regulation of the quality and/or quantity of stuff that you consume because it feels/looks good initially?
You know, like the sound-/graphic effects that make opening loot boxes in games or playing one armed bandits a "rewarding" experience.

Same predatory techniques and companies are getting smarter all the time. You know, they make a group effort, not like free living citizens.
Hope you are well-informed about all this stuff if you're ready to tackle the world all by yourself for your family :)
I don't trust the government to regulate anything. Regulation usually means "manipulate market so it helps those who support me and my political ambitions"

how many mom and pop stores went out of business because the government decided to regulate the wal-marts of the world, and the regulation they promised would "help" the little guy, just ended up hurting everyone, but the Wal-Marts.
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Antaiseito wrote:
So, random example, a friend of mine went to hospital as a kid because he ate too many ice pops on vacation and got poisoned by the colour they put in there back then (where colour in a product made of solely sugar, water and colour is also just a trap because the brain associates colourful + sweet = healthy and nutritious.)

You fine with stuff like that happening to your kids? Or is it ok that the government does some regulation of the quality and/or quantity of stuff that you consume because it feels/looks good initially?
You know, like the sound-/graphic effects that make opening loot boxes in games or playing one armed bandits a "rewarding" experience.

Same predatory techniques and companies are getting smarter all the time. You know, they make a group effort, not like free living citizens.
Hope you are well-informed about all this stuff if you're ready to tackle the world all by yourself for your family :)


so to address your example, no im not fine with stuff like that happening to my kids. so guess what? i directly limit how many ice pops my kid will eat - not the government.
that example its entirely the parents fault. the kid doesn't know better, but who does? the parents. hell, clearly the government doesn't even know better because the FDA let the harmful colour in those ice pops go by - much like MANY other things the FDA lets float through into production.

your entire basis is founded upon a pretty false assumption that the government itself has the best in mind for all people, or something. like they have to regulate the big bad predatory companies just trying to make money, as though the government is shiny perfect captain planet.

thats a pretty bad assumption to begin with, man
what the fuck are you talking about
I just want to make sure my gambling is done with fair odds. Unfortunately you can't trust gaming companies to do that for you. So you need a government agency to regulate it.
umm gambling never has "fair odds". thats why its gambling. you are taking the big risk to try to beat the odds and win.

i thought this was common knowledge.

if you want fair odds gambling then go buy 50/50 tickets
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xMustard wrote:
umm gambling never has "fair odds". thats why its gambling. you are taking the big risk to try to beat the odds and win.

i thought this was common knowledge.

if you want fair odds gambling then go buy 50/50 tickets


Gambling at a casino has fair odds. You can know what they are before you start gambling. By fair I mean they are regulated and have to be the odds they claim them to be otherwise they will get fined by the gaming commission. Of course the house has an advantage. I agree that is common knowledge. Here are your odds for roulette.

https://www.roulettesites.org/rules/odds/

"If you are about to wager real money on casino games, it is of the utmost importance that you familiarise yourself with the chances of winning each game has. "

It is sort of hard to familiarise yourself with odds at gambling for gambling boxes in games that do not even tell you what your chances of winning are. At least GGG tries to inform you unlike most games.

Now casinos can do shitty stuff and rig games to worsen your odds. This is why they are regulated. Otherwise they can rig the game so your odds are even worse :) This is why gambling boxes need to get regulated the same.
Last edited by Orbitalx#4006 on Oct 22, 2018, 5:39:19 PM
so you're implying GGG does that with their loot boxes. that they lie about the chances (common uncommon rare) of getting the options or something.

i understand what you're saying as a hypothetical, but do you have any reason or evidence to throw out the implication that GGG is doing such a thing or is it just a hypothetical
While "video game addiction" is a beat-up, elements of people's behaviour within games definitely fits within established theory, and some companies do exploit this in an unethical way.

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Behaviourism and Games
Posted on 6 January 2012 by carlton in Games, Learning

Behaviourism

Key behaviourist thinkers including Thorndike, Pavlov and Skinner have hypothesized that learning is a change in observable behaviour caused by external stimuli in the environment. In behaviourist theory, change in behaviour demonstrates some learning.

Behaviourists describe “conditioning” as a universal learning process, dividing it into two types...

Computer games are sometimes described as a “Skinner box” because of the way they offer reward or punishment for the player’s behaviour. Like the classic experiment, many games require the performance of a repetitive task to achieve some goal or reward. In behaviourist theory, a reward or positive reinforcer is anything that increases the frequency of a behaviour. Conversely, punishment or negative reinforce is something that decreases the frequency of a behaviour. The strict (narrative) structure and scheduling of rewards is classic behaviourism and characterises many games.

Traditional positive reinforcers in computer games include the following:

Points
Power-ups
Bonuses
Unlocks
Negative reinforcers include:

Failure to beat high score
An increase in obstacles or opponents
A decline in health
Multiplayer and social games provide a set of social reinforcers including:

Status
Leaderboards

Some commentators including the Georgia Institute of Technology professor, Ian Bogost, argue that gamification is a product of a simplistic Behaviourist approach to game design. Game designer, Jon Radoff continues:

The behaviorist approach to games that channels inquiry away from the harder problems of immersion, cooperation and competition that is so important to creating successful game experiences.”


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Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity. That may be true, but truth doesn't matter for bullshitters. Indeed, the very point of gamification is to make the sale as easy as possible.

I've suggested the term "exploitationware" as a more accurate name for gamification's true purpose, for those of us still interested in truth. Exploitationware captures gamifiers' real intentions: a grifter's game, pursued to capitalize on a cultural moment, through services about which they have questionable expertise, to bring about results meant to last only long enough to pad their bank accounts before the next bullshit trend comes along.
-IAN BOGOST


Where do loot boxes fit?

Operant conditioning is a learning process in which new behaviors are acquired and modified though their association with consequences. Reinforcing a behavior increases the likelihood it will occur again in the future, while punishing a behavior decreases the likelihood that it will be repeated. In operant conditioning, schedules of reinforcement are an important component of the learning process. When and how often we reinforce a behavior can have a dramatic impact on the strength and rate of the response.

Variable-ratio schedules occur when a response is reinforced after an unpredictable number of responses. This schedule creates a high steady rate of responding. Gambling and lottery games are good examples of a reward based on a variable ratio schedule. In a lab setting, this might involve delivering food pellets to a rat after one bar press, again after four bar presses, and a third pellet after two bar presses.




These studies were originally also done with pigeons.

Basically, PoE does well in being a bit more psychologically diverse than Zynga games, but the loot boxes are classic Skinneresque Theory in action. It's cute they have pigeons / doves in them.







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