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There are definite parallels between something like MtG and lootboxes, but I think the barrier for purchase is much lower with lootboxes. A physical product lik
by bart_spoon 7y ago
There are definite parallels between something like MtG and lootboxes, but I think the barrier for purchase is much lower with lootboxes. A physical product like MtG cards must be purchased at a store, which will have limited quantities. It requires effort and occasionally timing to actually obtain the items. Even in our modern world of online shopping, there is typically a wait time between the impulse to buy and the reward of receiving the items of at least 24 hours, often more.
With lootboxes, the payoff is immediate. The barrier between the impulse of someone with an addiction and the payoff is virtually non-existent. I think that makes a difference in the potential for addictive behavior that shouldn't be overlooked.
- moate 7y agoWhile I agree with you that loot machines are worse because they're always available and hyper-immediate, we know that gambling addiction is a thing, and CCG cards fit the pattern. I mean to play a slot machine, people used to have to travel all the way to casinos, convert their money to coins, and then play the slots. The addicts still did it. The problem exists in all of them, we're just talking about the speed of delivery and how it makes somethings worse-bad instead of just bad.