three in 10 children had opened a loot box in a video game.
Roughly 30 percent of children have been exposed to loot boxes.
three in 10 children had opened a loot box in a video game.
Roughly 30 percent of children have been exposed to loot boxes.
Loot boxes are an almost $30 billion industry,
Multi billion dollar industy.
Joe Simons, said during a congressional oversight hearing on Tuesday that the regulator would look into the in-game loot boxes, a response that came after Sen. Maggie Hassan, D-N.H., sent a letter to the Entertainment and Software Ratings Board (ESRB) asking it to investigate loot box practices.
Legal action against loot boxes is being considered.
players don’t actually know what they’ll get before they “open” the box.
Can be considered as gambling.
not affect the gun’s in-game effectiveness — are currently up for sale for hundreds and thousands of dollars.
So far does not give player's a competitive advantage.
Two researchers conducted a survey of more than 7,000 gamers and found "important links between loot box spending and problem gambling”
Possible link between purchasing loot boxes and gambling addiction.
in-game items that made players stronger, sparking outrage after it created what some gamers called a “pay to win” system.
Example of competitive advantage. Resulted in negative reaction from community.
Hawaii state representatives called the Star Wars Battlefront II loot box system a “predatory practice” and compared it to an online casino.
Politician compares loot boxes to gambling.
Belgium and the Netherlands passed laws in April banning loot boxes entirely, labeling them as gambling
loot boxes banned in Belgium and Netherlands after being considered gambling.