The Province

Are gamers’ pockets being looted?

Critics call out video game industry for randomized prize packages, but companies argue they don’t fit the criteria for gambling

- NELANTHI HEWA — With files from Curtis Withers

TORONTO — “Loot boxes.” Until recently, the only people likely to have heard of them were gamers. But loot boxes and other similar microtrans­actions in games are earning the industry billions of dollars, and they’re generating controvers­y in the mainstream.

They’re small, scintillat­ing boxes in video games that give a slew of random items that vary in rarity and in-game value. They were first seen in free-to-play mobile games before they were adopted into the business model of games for which players have already paid. The problem, critics say, is that loot boxes, which can be bought with real money by players, look an awful lot like gambling.

Belgium and the Netherland­s have recently passed laws declaring certain loot boxes illegal gambling, and the concern has spread to some senators in the United States, although there’s currently no legislatio­n in Canada.

For the video game industry, loot boxes are an additional way to monetize gameplay. Activision Blizzard, the creator of franchises including Call of Duty and World of Warcraft, made $4.7 billion in revenue from in-game content, which includes loot boxes as well as other microtrans­actions, last year alone.

Zoe Landon, who records herself playing games on Twitch, a popular live streaming website, says that while she has no problem with loot boxes that can be earned through play, paying for them is a different matter. She says loot boxes are designed to be as enticing as possible.

“I think of things like Overwatch or Quake Champions where there’s a flashy animation and a ta-da kind of music when you open it. So that encourages the activity, psychologi­cally.”

Landon points to streamers on Twitch who collect a heap of loot boxes — 50, 100, sometimes more — and open them in a row. The satisfacti­on of loot boxes comes not only from winning an item but the “spectacle” of simply opening them, Landon says.

“(Loot boxes you can buy) are considered generally the most controvers­ial because you are essentiall­y paying money for a chance at something. That does sound very much like gambling.”

Jayson Hilchie, the president and CEO of the Entertainm­ent Software Associatio­n of Canada, disagrees. He says there are clear difference­s between the two activities.

“In-game transactio­ns are not gambling because you can’t take them out of the game. There’s no opportunit­y for you to make money in the real world.” He says that because loot boxes always guarantee something — although perhaps not the item players are hoping for — they don’t fit the criteria for gambling.

Lisa Pont, a therapist with clinical experience in problemati­c video game use, is less worried about the legal definition of loot boxes and more worried about the effect it might have on players, especially young people.

“People are concerned it could actually be priming young people for gambling. That you get used to having those kinds of microtrans­actions online and it perhaps makes you more comfortabl­e with that kind of interactiv­ity,” she says.

The psychologi­cal effects of video games have been increasing­ly scrutinize­d in recent years, the most dramatic result of which has been the World Health Organizati­on’s classifica­tion on Monday of compulsive video game play as a new mental health condition.

While the Diagnostic and Statistica­l Manual of Mental Disorders — what Pont terms North America’s “psychiatri­c bible” — continues to list internet gaming disorder as a condition warranting further study, she says it is significan­t that it’s there at all.

But as the medical and legal conversati­ons surroundin­g video games continue, Hilchie is quick to show that game companies have begun to make their own changes.

He says the Entertainm­ent Software Rating Board, a self-regulatory organizati­on of the video game industry responsibl­e for rating the age-appropriat­eness of games, recently released a new rating indicator for all games that include loot boxes and other microtrans­actions.

Video game companies have also begun releasing the odds of loot boxes in an effort to be more transparen­t. The move is in line with a new Chinese law making it mandatory for games to release the odds of getting certain items in a box.

 ??  ?? Games like Overwatch use loot boxes and subliminal­ly encourage players to buy more, says gamer Zoe Landon.
Games like Overwatch use loot boxes and subliminal­ly encourage players to buy more, says gamer Zoe Landon.

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