Farang
Nutellalöffler
E.A E.A E.A ..
https://www.computerbase.de/2017-12/ufc3-lootbox/
Die sind drauf und dran das Gaming zu zerstören
https://www.computerbase.de/2017-12/ufc3-lootbox/
Die sind drauf und dran das Gaming zu zerstören
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"Today about 70-75% of all the people that buy the sports games join Ultimate Team," Jorgensen said. "It's fun. It's a great way to play the game. Of those 75% of the people, about half of those people actually spend some money and the other half just play without spending. But in a free-to-play world, that's a fantastic balance of spenders and non-spenders."
He also addressed the company's strategy for growing those numbers, saying, "We spend very little time trying to get people to spend more money. We really try to spend most of our time getting people into the funnel because we know once they're into the game, they'll really have a good time, and they'll play it for a long period of time."
http://www.gamesindustry.biz/articl...t-of-ea-sports-players-spend-on-ultimate-team"If you go to a movie today, it can cost you in the US $20 to get in the movie before you buy popcorn, which is fun. It's great, I love it. But at the same time, a $60 video game that people are playing three, four, five thousand hours during the year on, that's a lot of value for your money. And even if you spend some money on top of that, you're typically spending it on increasing the fun and excitement of the game. So we're just trying to give the consumers what they really want, and more of it, versus trying to build another game or do something different."
Chris Lee aims to prohibit the sale of games with 'gambling mechanisms' to anyone under the age of 21.
https://www.pcgamer.com/us-lawmaker...plans-for-anti-loot-box-law/#article-comments"Loot box game mechanisms are often styled to literally resemble slot machines, and are made available to anyone in games on their mobile phones, consoles such as the X-Box, Playstation, and on home computers. This may explain why the American Psychological Association has identified 'Internet Gaming Disorder' as an emerging diagnosis which warrants further study in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5)," the letter states.
Now Bungie is looking for more talent to "Create sustainable player progression and chase through Destiny 2’s Bright Engram"
https://careers.bungie.com/en-us/careers/game-design/938163/senior-progression-designer---live
RESPONSIBILITIES
- Create sustainable player progression and chase through Destiny 2’s Bright Engram
- [...]
https://careers.bungie.com/en-us/careers/game-design/938163/senior-progression-designer---live
*Required Skills*
- Proven track record of designing and implementing monetization systems in AAA games
Good old nostalgia, eh? Thing is, when you combine characters that people love with a gacha-esque monetisation model, which is what Final Fantasy: Brave Exvius does, it can end up going very badly indeed for the individuals involved. A reddit post was brought to my attention (cheers for the tip Cloud IX, great name) where a self-described whale for the game explains how, over time, he racked up just under £12,000 ($16,000) worth of IAPs on credit cards.
Monetisation schemes like this are designed to exploit that kind of personality, and encourage them to spend money they can't afford on, as this guy puts it, "a little animated piece of code." Earlier today we wrote about how the UK Gambling Commission doesn't have a clue about video games and, albeit this is an American, but examples like this show why – it has a simplistic notion that the issues with gaming are about skin betting and more obvious forms of casino-type mimickry.
Japan had big problems with gacha-style models, and acted to regulate them. They're still a part of many mobile games released in the west and, to be fair, for many players they're not a big issue. But a significant proportion find themselves suckered in by these things, and it's through no fault of their own – the games are designed to play on well-known mental feedback loops. In certain cases, such as this, they can make otherwise-rational people act in irrational ways.
Jap, genauso viel oder wenig wie jeder Glücksspielsüchtige selber schuld ist, wenn er ein Vermögen in der Spielhalle lässt. Das leichte und schnelle Urteil vereinfacht den Sachverhalt zu stark.Selber Schuld.
Critics of the gaming industry say in-game rewards called "loot boxes" are introducing young people to gambling behaviours, and even leading to them racking up huge bills.
Now regulators and politicians are warning that the line between video-gambling and gaming is becoming increasingly blurred and new laws may be needed to prevent the promise of in-game rewards turning young gamers into gamblers.
"Loot boxes" can be earned through spending time playing a game, or bought instantly for real money.
"Opening" a loot box rewards players with in-game items of varying rarity, but whether or not a player gets the item they want is ultimately down to luck.
Tim Miller, executive director of the Gambling Commission says loot boxes are an area it is monitoring closely.
"We've been concerned for some time that the line between gaming and gambling is increasingly blurry," he said.
Daniel Zeichner, Labour MP for Cambridge, told Sky News: "I think it either needs Government action or it needs the industry itself to take some action because there is a real risk to young people.... It's becoming addictive.
"We're hearing stories of people losing thousands of pounds quite quickly and I think if the industry can't sort it out then it does need new legislation."
You've said yourself that the stipulation in law is that loot boxes don't count as gambling because the items received can't be "cashed out". But, as you've mentioned, third-party sites do this easily, especially when it comes to FIFA card packs. By trying to deal with these third-party sites, is it not a bit like closing the barn door when the horse has bolted? Is it not easier to nip the problem in the bud and regulate the developers themselves?
Tim Miller: We're a gambling regulator - we're the Gambling Commission. The power parliament has given us is to regulate gambling. So if it doesn't cross the line to become gambling it's not something we can use our powers for, but that doesn't mean there's not a need to take action. If there's a risk presented to children or young people then clearly it has to be dealt with. So if it's not gambling, while it may not be us who directly addresses that risk with our powers, it doesn't mean we can't raise awareness of those concerns, which is what we did back with both the paper back in 2016 and what we have been doing since.
I think it was striking at the conference, there were a range of voices, all of them sharing the same concerns we share, but the one voice that wasn't there was the voice of the computer games industry themselves. It's really important we get to hear that voice. Do they share the concerns that us and others share about the potential risks that could come from some computer games?
You have said a few times that the Gambling Commission can only take action against something which falls into the legal definition of gambling, but loot boxes tap into the same psychological thinking as playing, say, a slot machine. Developers utilise the variable ratio schedule in the same way that casinos do. In the Gambling Commission's opinion, do loot boxes fall into gambling territory psychologically?
Tim Miller: I think in this particular environment, not just loot boxes, but if we look at free-to-play gambling-style games, social gaming, they may not amount to gambling in a legal sense, but do we really understand enough about what the consequences are? Learning those sorts of behaviours, getting involved in those sorts of activities, is an environment where the risks aren't necessarily as apparent or as clearly presented. So, with regulated gambling we have very clear rules in place to make sure there is clear messages around responsible gambling, around safe gambling.
Of course none of that exists if you open a loot box, if you play on free-to-play casino style game. There will be some of the same behaviours and same activities, yes you may not necessarily be gambling with real money, but the activities have a similar feel to you the user. We just don't quite know enough about what this could mean in the future. Are we, in effect, creating an environment where young people can be exposed to gambling-style behaviours without necessarily knowing the risks and what will that mean for the future?
What is the current plan to deal with loot boxes? Is there likely to be a change in the future and, if so, do you have any idea what form that action would take?
Tim Miller: We [the Gambling Commission] will continue to patrol that boundary. Products change and develop all the time and while, at the moment, we have not seen an example of loot boxes which cross that line, that's not to say there won't be a developer in the future that uses loot boxes in a way that does end up crossing that line and if they do, and that presents a risk to young people, then they can find themselves on the end of action by us. We will carry on monitoring that position and ensuring that these products do not cross that line.
tut mir leid dir das sagen zu müssen: du hast absolut keine ahnung wie sucht funktioniert.Natürlich ist der am Ende des Tages selber Schuld. Wenn ich merke ich hab ein Problem, und jeder Süchtige weiß das er ein Problem hat (habe btw 1 Jahr in der Spielbank gearbeitet, kennen genügend Geschädigte). Dann spreche ich jemanden an. Alles aller erstes meinen Partner. Und da scheinbar dieser Betrag über längere Zeit zusammen gekommen ist, kann ich beim besten Willen nicht verstehen, dass seine Frau nicht vorher Wind von den horrend hohen Summen bekommen hat, die da abgegangen sind.
Was einen nicht daran hindert, den Versuch zu starten um zu verstehen, wieso Dinge vielleicht manchmal ein klein wenig komplexer sind als es den Anschein hat.Bin ja auch kein Psychologe.![]()
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