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The difference is you walked into a shop with cash and couldn't accidentally buy 100 packets in the space of five minutes. They couldn't take your parent's ban
by benologist 7y ago
The difference is you walked into a shop with cash and couldn't accidentally buy 100 packets in the space of five minutes. They couldn't take your parent's bank card and let you spend thousands of dollars because your parents would come back to the store. The transaction amount and cash exchange was not deliberately obfuscated with layers of contrived pseudo-currencies when we bought packets of cards either.
Facebook maliciously obfuscated virtual currency abstractions once they realized kids disassociating the cash transaction was a great way to bump their numbers - https://www.revealnews.org/article/facebook-knowingly-duped-game-playing-kids-and-their-parents-out-of-money/ https://www.revealnews.org/article/facebook-knowingly-duped-...
- SkyBelow 7y agoIt seems in this case, the use of a fake virtual currency to disassociate it from real money is the underlying problem. And in that case, I do not see any analogies to existing TCG booster packs. Also, it would mean the problem extends to more than just loot boxes, and as such even in games where there aren't lootboxes regulation would still be needed when virtual currency can be bought with actual currency.