There are a lot of market researches targeted on compulsive gambling behaviors, rooting from the psychological, biological, or even moral profiles of gambling addicts. These researches often proved the efficacy of certain methods on how anyone who wants to market a certain product, engages a tactic to its targeted population to lull even the most neophyte, and encourage them to bet beyond their means.
Gambling in gaming goes beyond what once were slot machines turned into technologically sophisticated mechanisms, which eventually became virtual machines that can be accessed even in the confines of your own computer or something as accessible as your mobile phone. To bypass the regulations being imposed on this industry by some departmental hoo-has, a lot of businesses found ways to adapt and conceal, although some ineffectively, by creating diversions and mixing gambling with more essential and rather necessary aspects on things that people love doing.
A very good example would be Computer Games. About 67% of Americans, or roughly 211 million people, play video games on at least one type of device, with more than half of those who game, playing on multiple platforms, according to a new study released by Electronic Entertainment Design and Research. If you do the numbers right, at least 50% of the 211 million are addicted to video games. And at least 25% of the 50% of these video game addicts are rolling in piles of money, ready to buy anything to be what “the best of their craft”? That’s what these developers want them to think…at least.
According to Natasha Dow Schull: “Games are a great window into culture. They indicate what the populace is anxious about or is seeking out. The fact that people are being drawn to individual machine consoles rather than high-volatility, intense social games tells us a lot about the risk and volatility that people feel in the world, in their lives—think of the financial crisis, the culture of fear around terrorism, the environment, global warning. It makes sense that people would seek out games that allow them a sense of control and predictability.”
So where do lootboxes come into place? Why would one consider buying lootboxes as gambling? Simple. Lootboxes are clearly, addictive by pure design and by drawing multiple and taking chances, you are made to belive that you will be able to find something that is tailor-made for your specific needs.
It’s all RNG’s, but the layout and structure on the addictiveness of lootboxes, as well as the effects getting them and how it gives you benefits in-game, you will be made to believe that it is a necessity. Much like online casinos such as NetBet. However, ultimately it really boils down to you, the player knowing your own particular limits and needs so that you can always enjoy a positive and rewarding gaming experience.
At first you wouldn’t think about gambling as that kind of a game. You would think it’s about thrill and risk. Until it sucks every penny out of your account, or your mother’s account for that matter.