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.

  • jay
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    03 months ago

    I wouldn’t say self-regulation has “literally never worked once in history”, but yes, not often. I would point to the ESRB as an example of self-regulation working in the games industry and being a positive for both the industry itself avoiding government regulation and for players. There are other examples too, but yes, they would be rare wins in general.

    • @charles
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      113 months ago

      The only reason those industry boards exist is due to an implicit or explicit threat of government regulation.

      • jay
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        33 months ago

        Yes, as I mentioned in my comment.

    • missingno
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      63 months ago

      The ESRB didn’t require any developers to abandon their business model though. It was created so that the industry could continue doing what it was doing.

      • jay
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        23 months ago

        It was also created long long before developers had these predatory business models, where it basically shielded the industry from having goverment oversight on violence in games back in the 90s and such.

    • @ForgotAboutDre
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      43 months ago

      Anyone saying it works is lieing. Even if they have examples. Most of the time when companies self regulate it is to maintain control and avoid regulation. It’s a delaying tactic that allows them to exploit the mechanisms longer and minisme the impact that proper accountability would bring.

      If self regulation was feasible we would never even be discussing it. It wouldn’t be a concept we would have to think about. It would just be the way things work and have always worked.

    • @yamanii
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      23 months ago

      Working? They just put a small print about lootboxes, they don’t even raise the game’s rating to AO for having this literal gambling with money, they are useless.

      • jay
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        13 months ago

        ESRB’s been around for over 20 years before lootboxes, my guy.