3 ms·
> Perhaps most awful of all, are the actual-in-the-plastic-flesh "loot crate" type toys that I see at target. They're literally opaque, mystery containers that
by harshreality 7y ago
> Perhaps most awful of all, are the actual-in-the-plastic-flesh "loot crate" type toys that I see at target. They're literally opaque, mystery containers that let you know all the different things you could get from it.
Variable reinforcement works. Collectible card games (all the way back to MtG in the 90's) and MMORPG PvE grinding use the same mechanism. The only way to combat it (positively) that I can think of is to offer something even more appealing, which for a parent is either impractical or unsustainable.
From a parental perspective, is there a way to combat all the advertising and variable reinforcement products other than counter-conditioning those things with aversives?
And aversives have to be carefully set up to be associated only to the toy or loot box or game, and not associated to you (which would be very bad).
Two things that came to mind were delivering bad news (not something you just made up on the spot) right when the loot box or toy is opened; or, perhaps, sabotaging the toy, if it's a present, by adding something the child is afraid of, like a centipede or tarantula, not long before they open it... but I'm not sure the sabotage is easy to do without risking it being associated with other things (like you, for putting the fear-inducing thing in the box).
- Mirioron 7y ago>Variable reinforcement works. Collectible card games (all the way back to MtG in the 90's) and MMORPG PvE grinding use the same mechanism. Even real life is like that though. If you don't understand the mechanism/pattern that makes something work then it'll appear as variable reinforcement. Human relationships are a prime example.