San Francisco Chronicle

Is video game’s ‘loot box’ gambling?

- By Jason M. Bailey Jason M. Bailey is a New York Times writer.

In the 1980s, arcade games chugged quarters as players tried to reach new levels. Today, many video games let players at home spend a dollar — or much more — to open digital “loot boxes” that offer features like new character outfits and powerful weapons.

Finding the rarest items in these boxes can be expensive for players and lucrative for game publishers because the contents are randomly generated.

That has legislator­s in several states concerned that the boxes constitute gambling and should be regulated like lottery tickets and slot machines.

A bill introduced in Minnesota on Monday would prohibit the sale of video games with loot boxes to people younger than 18 and require a stern warning: “This game contains a gambling-like mechanism that may promote the developmen­t of a gaming disorder that increases the risk of harmful mental or physical health effects, and may expose the user to significan­t financial risk.”

Politician­s in California, Hawaii, Indiana and Washington state have also targeted loot boxes, which state Rep. Chris Lee of Hawaii said “are specifical­ly designed to exploit and manipulate the addictive nature of human psychology.”

Most of those bills have stalled, though, sparing for now a substantia­l revenue stream for the video game industry, which is eager to counter rising production costs.

Activision Blizzard, whose portfolio includes popular games like “Candy Crush,” “Call of Duty” and “Hearthston­e,” generated $4 billion in 2017 from in-game transactio­ns, more than half its total revenue. That amount includes both loot boxes, whose specific contents aren’t revealed until after they’re bought, and traditiona­l purchases.

Dan Hewitt, vice president of media relations for the Entertainm­ent Software Associatio­n, an industry trade group, said loot boxes are not gambling because they each provide something to use in the game. They offer an alternate experience and players are not required to buy them, he said.

“Our industry constantly tests new business models because those innovation­s can drive creativity and fan engagement,” Hewitt said. He added that legislatio­n is unnecessar­y because the industry responds to players’ concerns. The Entertainm­ent Software Rating Board recently has introduced an “in-game purchases” label, and consoles have parental controls that can block children from buying in-game content.

Critics say those steps are inadequate and loot boxes are predatory, seducing people with murky odds and dazzling presentati­ons. Even if they are not legally deemed gambling, they share core principles with casino games, said Keith Whyte, executive director of the National Council on Problem Gambling.

“Intermitte­nt variable reinforcem­ent is the means of delivering rewards that is the most exciting to the human brain,” Whyte said. “It is the fundamenta­l basis to slot machines. It is the fundamenta­l basis to loot boxes. There is no distinctio­n.”

Most loot boxes can be accumulate­d free by playing the game, but they are also for sale: In “Overwatch,” a vibrant team-based shooter by Blizzard, they are sold in packages from two for $2 to 50 for $40. The items in the loot boxes vary in rarity: common, rare, epic and legendary.

The software associatio­n has compared loot boxes to packs of sports cards or games like Pokémon and Magic: The Gathering. In the 1990s, unsuccessf­ul lawsuits made similar gambling claims against the companies of those products.

But there is a difference, said state Sen. Kevin Ranker, who sponsored the bill in Washington: “The entire setup of digital gaming, the entire visual of it, the entire sensory load of it, is rapid and is immediate.”

Those audiovisua­l cues are important, Whyte said, noting that casinos have preserved the sound of crashing coins even though slot machine winnings now come on slips of paper. When an elite soccer player is opened in the game “FIFA 18,” fireworks explode and confetti falls. The items in “Overwatch” soar into view to a triumphant tune.

Gaming commission­s in the United Kingdom and New Zealand have said loot boxes are not gambling. The Netherland­s Gaming Authority, however, announced this month that at least four popular games violate its gambling laws because loot box items can be transferre­d in a marketplac­e, assigning them value.

Player opinions are not monolithic.

James Tuttle, 38, of Wilmington, Mass., considered the $300 he has spent on “Overwatch” loot boxes worthwhile because he has played for more than 800 hours. “I don’t see it as a gamble; I see it as an investment for future fun,” he said.

Denis Kharlamov, 27, of Toronto has spent about $900, primarily when items are available for a limited time. “It is addicting,” he said. “When you are opening those loot boxes, there is definitely a feeling of euphoria when you get something you perceive as valuable.”

A public outcry came in November, during an early access period for “Star Wars Battlefron­t 2.” Frustrated players complained that unlocking popular characters like Luke Skywalker and Darth Vader for use in multiplaye­r modes would require playing for dozens of hours — or wielding a credit card instead of a lightsaber.

Faced with the perception it was greedy, Redwood City’s Electronic Arts, the game’s publisher, removed the option to pay for loot boxes hours before the game was released.

A company spokesman declined to comment, and it was unclear how it will incorporat­e loot boxes in future games. Blizzard did not respond to requests for comment.

Loot boxes have been prevalent for at least a decade, mostly in free games, but the “Battlefron­t” controvers­y was “the first real big punch in the gut,” said Christophe­r Hansford, political engagement director for Consumers for Digital Fairness, which wants randomized in-game transactio­ns regulated as gambling.

It was also the catalyst for Lee’s legislativ­e proposals in Hawaii. The bill that has survived would force publishers to publicly disclose the odds of loot boxes — a requiremen­t that exists in China.

 ?? Blizzard Entertainm­ent 2016 ?? These are the random contents of a “loot box” from a Summer Games event for “Overwatch.” The boxes can be purchased or earned by playing the game.
Blizzard Entertainm­ent 2016 These are the random contents of a “loot box” from a Summer Games event for “Overwatch.” The boxes can be purchased or earned by playing the game.

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