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.

  • merthyr1831@lemmy.ml
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    3 months ago

    We had to convince my brother in law (13yo) to not spend his birthday money of £85 on Genshin impact skins. Kids are fucked by advertising man

    • BruceTwarzen@lemm.ee
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      3 months ago

      I’m no stranger to people paying for skins and all, but when i first heard that kids want vbucks as a Christmas gift my stomach kinda turned.

    • UnderpantsWeevil@lemmy.world
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      3 months ago

      It’s the same formula in damned near every game now. Pay2Win has made even the most chill JRPG a wall of ads and notifications to spend more money.

      • ILikePigeons@lemmy.ml
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        3 months ago

        Same, World of Tanks is the first game that comes to my mind when people mention pay2win mechanics. I am quite happy that I don’t play that game anymore.

      • merthyr1831@lemmy.ml
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        3 months ago

        China has announced a ban on Gacha game mechanics (and lootboxes, predatory discounts, and gambling) which should hopefully ripple out to Europe and the US soon.

        A lot of these mechanics were adapted from the Chinese gaming market and I think the same will likely happen in the reverse.