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.

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3 points

And thank you for demonstrating how we got here and why the root issue will never be addressed.

“Whoa now. The game I like does none of that” is the same reason gacha is fine if it is genshin

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4 points

They’re different issues. The fact that people can and do financially ruin themselves over gacha is a lot more serious, and trying to conflate that with something like Balatro ultimately muddies the message.

I think gacha is a predatory business model that should be illegal, and yes that includes Genshin. But no it does not include Balatro, because Balatro isn’t gacha.

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2 points
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Its the same idea. It is taking concepts that are known to prey on those with addictive tendencies and turning that into a game.

That is why I referenced games like Diablo and WoW. They were more about making people spend time but… time is money.

And THAT is the problem. Knowingly taking advantage of the kind of stuff that rubs dopamine emitters real nice. Because a lot of us can dip in and out of a gacha and not get ruined. And others will fail out of college because they NEED that drop

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2 points

It’s not. These are not the same thing. No one has bankrupted themselves playing Balatro.

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