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I'm not sure if transferrable and sellable rewards make CCGs less of a gambling activity. If anything, obtaining a physical object which can be exchanged for cash, with a potential for profit, is the definition of gambling.

Non-transferrable rewards exploit the same weakness of the human psycology, but offer even less in return.

Both kinds of gambling in games should be regulated. It's not easy to define what constitutes a lootbox, and what kind of randomized output is safe. The industry will probably argue that the lootboxes are actually randomized content, not prizes.. From that point of view they sell a non-transferrable experience (service), not a tangible item (product).



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