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I mean, it’s not different. Pokemon and MtG also have departments to try to entice users with fomo. It’s what marketing is. It’s why they have limited runs, promotional crossovers, etc. Valve is just more open about the process.
If anyone wants a recent decent video on how MTG has been using FOMO tactics with their direct-sale products, see here.
Valid point. Still I think that there’s a notable difference between the physical vs digital aspects though that makes digital much worse.
There’s seems to be more effort involved with cards because they’re physical, more ritual maybe of going to the store to pick up a pack of cards or having to wait for the delivery giving it that cool down time vs digital where access is instant gratification and gambling dopamine hit.
Another thing I’ve noticed is that those companies that have tried physical loot boxes haven’t faired well either and haven’t taken off like their digital counterparts. Maybe it’s that mix of seeing physical items vs value and waiting for the next hit kind of dampens the gambling addition effect.
And then there’s the whole money into currency with the whole 1000 gems for 99 bucks to buy a 950 gem item psychological predation that you don’t have in physical collectibles, at least not that I’m aware of.
I guess overall I find the digital loot box just on another level of predatory, exploitation of addiction much worse than physical collectibles.
But hey I’m all for regulating physical items for gambling too. It would be interesting to see a actual study on them like they’ve done with loot boxes.
Valve is closer to physical because they have a market place. In a way it’s more fair then any other game. (They still control the marketplace so it’s not as fair as physical). Also as a slight defense to digital, at least we’re not manufacturing and shipping more plastic waste for landfills just so people can get their gambling kick.