As someone who grew up playing games like World of Warcraft and other AAA titles, I’ve seen how the gaming industry has evolved over the years—and not always for the better. One of the most disturbing trends is the rise of gacha games, which are, at their core, thinly veiled gambling systems targeting younger players. And I think it’s time we have a serious conversation about why this form of gaming needs to be heavily restricted, if not outright regulated.

Gacha systems prey on players by offering a sense of excitement and reward, but at the cost of their mental health and well-being. These games are often marketed as “free to play,” making them seem harmless, but in reality, they trap players in cycles of spending and gambling. You don’t just buy a game and enjoy its content—you gamble for the chance to get characters, equipment, and other in-game items. It’s all based on luck, with very low odds of getting what you want, which leads players to keep spending in hopes of hitting that jackpot.

This setup is psychologically damaging, especially for younger players who are still developing their sense of self-control. Gacha games condition them to associate spending money with emotional highs, which is the exact same mechanism that fuels gambling addiction. You might think it’s just harmless fun, but it’s incredibly easy to fall into a pattern where you’re constantly chasing that next dopamine hit, just like a gambler sitting at a slot machine. Over time, this not only leads to financial strain but also deeply ingrained mental health issues, such as anxiety, depression, and a lack of self-control when it comes to spending money.

Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems, recognizing the dangers they pose, especially to younger players. The fact that these systems are still largely unregulated in many other regions, including the U.S., shows just how out of control things have gotten. The gaming industry has shifted from offering well-rounded experiences to creating systems designed to exploit players’ psychological vulnerabilities.

We need to follow Europe’s lead in placing heavy restrictions on gacha and loot boxes. It’s one thing to pay for a game and know what you’re getting; it’s another to be lured into a never-ending cycle of gambling for content that should be available as part of the game. Gaming should be about fun, skill, and exploration, not exploiting people’s mental health for profit.

It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.

You are viewing a single thread.
View all comments
143 points

It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.

They’re making fucking bank with these practices. It will have to be stopped by government regulation. Self-regulation of industries has literally never fucking worked once in history. Look at Boeing, which has had the FAA basically glad-handing it for 50 years and it’s falling apart at the seams (sometimes literally).

It is difficult to get a man to understand something, when his salary depends upon his not understanding it.

-Upton Sinclair

permalink
report
reply
47 points

I mean, look how fast the ENTIRE industry shifted to battle passes (and still gacha) and away from “loot boxes” the very moment the first country said they’d consider regulation.

permalink
report
parent
reply
2 points

At least with battle passes its all laid out and its more a case of putting the play time in.

permalink
report
parent
reply
12 points
*

Even the ESRB, another example of gaming industry self-regulation, hasn’t stopped gaming companies marketing M-rated games to kids or really slowed down sales or access to such games to underage players at all. If anything, they use the M rating as a direct marketing tool to kids: “your parents wouldn’t want you to play this so you totally should”.

EDIT: autocorrect is dumb

permalink
report
parent
reply
13 points
*

Ah yes, the ESRB, the group built to avoid actual regulation.

I mean, I get it, to an extent, the MPAA was and is absolute dogshit and filled with weird right-wing Christians who don’t like things that show women’s sexual pleasure and a lot of other weird censorial decisions.

Like how Hillary Clinton wanted to ban GTA because of the Hot Coffee mod, when the actual “Hot Coffee” minigame wasn’t available in an easily accessible way.

So, to that extent, I can understand why they built that system to avoid idiot fucking puritans taking over the ratings sytem, but I generally agree, it’s become more of a taboo thing just like the “PARENTAL WARNING EXPLICIT LYRICS” just made people want that version more. (That really worked out, huh, Tipper Gore?)

Without actual enforcement, it becomes something cool for kids to get.

permalink
report
parent
reply
8 points

The AO rating is still the kiss-of-death for game content in North America, enforced by retailers. Even still, the ESRB only came about because the political climate at the time was very much “clean up your shit or we’ll do it for you.”

permalink
report
parent
reply

Games

!games@lemmy.world

Create post

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

Community stats

  • 8.9K

    Monthly active users

  • 1.4K

    Posts

  • 16K

    Comments