this post was submitted on 18 Apr 2025
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[–] SoftestSapphic@lemmy.world 24 points 11 hours ago* (last edited 11 hours ago)

The way these studies are phrased feels gross and seem to only serve to perpetuate these problems by shifting the blame of systemic issues on the individuals suffering from them instead of the powerful people benefiting from wealth inequality that cause this kind of desperation.

The US is guilty of this too with our "Financial Literacy" propaganda.

[–] ColdWater@lemmy.ca 7 points 11 hours ago

You guys spend money on games?

[–] mctoasterson@reddthat.com 27 points 17 hours ago (2 children)

I knew this was a fucked up industry when I heard they were successfully diversifying into women-centric gatcha games where the game is also centered on gooning over various character designs but the gatcha pulls correspond to specific romance scenes and interactions.

Japanese companies really have minmaxed exploiting every demographic. They have this garbage for the young people and pachinko parlors for old people and rural folks.

[–] Ushmel@lemmy.world 6 points 3 hours ago

The widespread deregulation of gambling in the US is heading that way too.

[–] CosmoNova@lemmy.world 11 points 11 hours ago

Funny thing is I know more women playing these games than I know dudes. Which of course does not reflect player statistics. I know that. But it‘s probably more popular with women than you would think based on character designs. I think it has a lot to do with cutesy Japanese pop culture that‘s appealing to a lot of people. There‘s a reason many Chinese and Korean games are copying it recently.

[–] HollowNaught@lemmy.world 23 points 18 hours ago (3 children)

I had an argument with a guy who was in a shared friend's discord server about this. He was adamant that, if somebody spent too much money on a game, then it was all their fault. Despite me going over several (clearly manipulative) tactics, all he said was that people who fell for these must be stupid and that they deserved it

Yeah later on he was kicked because of other (Similarly dickish) reasons

[–] Revan343@lemmy.ca 4 points 2 hours ago

It is as much their fault as it is any addict's fault, which is to say, partially but not entirely

[–] Vespair@lemm.ee 9 points 10 hours ago (1 children)

I mean....

The unfortunate reality is that both parties, the customer and the game company, are culpable and both share blame

[–] GreenKnight23@lemmy.world 16 points 18 hours ago (2 children)

I mean, he's not wrong. it is something within their power to control, and only they can stop the cycle.

addiction is a hell of a drug though.

companies that prey on the vulnerabilities of humans like that should be regulated no different than drug, alcohol, or firearm companies.

[–] GoodEye8@lemm.ee 8 points 10 hours ago (1 children)

And if we were all smart people we would have far less laws. Sometimes laws protect us from ourselves. Anyone who has experience with addiction knows how hard it is to just stop. Instead of blaming people for their inability to stop we should emphatize and understand that this needs an intervention. If these predatory practices were illegal those people wouldn't need to stop themselves because they wouldn't be put in that situation in the first place.

[–] Ushmel@lemmy.world 1 points 3 hours ago

Regulation of predatory practice. Taxation on the games to pay for rehab and support services for people that experience negative effects from it. It's really easy to do, but every single gambling operation gets the big bucks from the heavily addicted. The whales are the entire business.

[–] HollowNaught@lemmy.world 6 points 18 hours ago

I agree they're partially at fault, but to deny the part the company played by creating artificial FOMO, sales, and gates is barbaric to say the least

It needs more regulation, I agree. Particularly for premium currencies (which thankfully the EU seems to be doing something about)

[–] ampersandrew@lemmy.world 111 points 1 day ago (2 children)

I saw so many people in another instance relating this to shaming people for avocado toast rather than these games exploiting gambling addiction.

[–] FenrirIII@lemmy.world 3 points 7 hours ago

It's definitely a psychological issue where these games are designed to slowly bleed their players without them noticing. The most I've ever spent on a gacha was $40 over 6 years and I regret that so much. It takes a wakeup call and education to stop people from being suckered in.

[–] MBech@feddit.dk 71 points 1 day ago (1 children)

I felt I was taking crazypills. In what world does this headline and article not scream "These games are ruining lives because of extremely manipulative marketing tactics.

I assume the people who took this article as a personal attack are part of the 19%, but doesn't want to realise they have a very serious problem.

[–] Penguinz@lemm.ee 10 points 1 day ago

I think there's probably a hasty assumption that either this article is (it's not) or that it could be used for (it probably will) judgment type musings about how young people are irresponsible and are the cause of their own struggles, similar to the avocado toast commentary.

The article itself is just the result of a survey that happened to focus on young people, and I agree it's more appropriate to think of it related to a relatively new form of gambling/manipulation that's causing problems

[–] Ashtear@lemm.ee 14 points 19 hours ago (1 children)

Headline doesn't match what's in the report. It's not just gacha; the question in the survey is inclusive of other games that offer in-game purchases (課金 in Japanese). So we're talking about skins and boosts in MMOs, MOBAs, and shooters, hints in games like Candy Crush, etc.

The report posted here last week showed just how much MTX spending there is on PC, of which gacha is still a small part. I suspect there is a higher rate of gacha spending in Japan than there is globally (outside of China, perhaps), but I'd be surprised if gacha even made up half of the spending SMBC is reporting on here.

[–] CosmoNova@lemmy.world 6 points 11 hours ago

but I'd be surprised if gacha even made up half of the spending SMBC is reporting on here.

I wouldn‘t. Gacha is vastly more popular in Japan than PC gaming and it‘s not even close. It would seriously surprise me if mobile Gacha didn‘t make up the majority of spending in microtransactions.

[–] magnetosphere@fedia.io 31 points 1 day ago (4 children)

I’ve always wondered - what is the difference between a gacha game and ANY game with microtransactions? What is it that puts gacha games in a class by themselves?

[–] SgtAStrawberry@lemmy.world 3 points 10 hours ago* (last edited 10 hours ago) (1 children)

Generally but not always.

Microtransactions = I want the blue shirt, I can buy the blue shirt. The blue shirt can be cosmetic or have power boost.

Loot boxes = I want the blue shirt, I can buy a lottery ticket to maybe get the blue shirt. The blue shirt is just cosmetic. Maybe there is a way to get the blue shirt if I don't get one in X boxes.

Gacha = I want the blue shirt, I can buy a lottery ticket to maybe get the blue shirt. The blue shirt has power boosts. Quite often, if I don't get the blue shirt in a X tickets, I get a guaranteed blue shirt. Also a bit more often the blue shirt needs to be leveled up, using more blue shirts and/or other stuff you get from the lottery.

This is generally how it works, they are exceptions too it of course.

But that is why gacha is its own category, the lottery is required to progress the game and you need a lot of it. There is also usually multiple lotteries with different and the same prices at different % some you can play without spending money, some you need to spend money and some you can play onec in a while without spending money, but the good stuff and higher % are basically always looked in the two latter ones.

The way it is usually used and how upgrading stuff works, is very different between what country makes the game. I don't remember exactly but the three big different ones are, Japan, China and South Korea.

The easiest different to simply explain is usually if you need more blue shirt to upgrade or if you just need more shirts or if you need shirt coins that drop from the game to level up, the shirt or if the shirt can't be leveld up and you need a new shirt instead.

[–] Ushmel@lemmy.world 2 points 3 hours ago

This sounds like every terrible mobile game I've ever played. Are gachas similar to tap tap games on mobile?

[–] brsrklf@jlai.lu 69 points 1 day ago

Gacha and lootboxes (similar in concept) tend to be the worst of predatory microtransactions because they exploit gambling addictions.

"Classic" microtansactions, like freaking Oblivion horse armor, skins, etc, are bad, but you buy them once and you know exactly what you're getting.

With gacha and lootboxes you buy a lottery ticket hoping to get something good. They use rush-inducing casino-style tricks to get you hooked. They obfuscate your real odds and how much you're spending as much as they can.

[–] mfed1122@discuss.tchncs.de 26 points 1 day ago (2 children)

I believe the difference is that gacha introduces an element of chance, so you spend an in game currency to buy a spin of a wheel where you may get different rewards. Microtransactions could be something like "spend $5 and get this new skin", it's a guarantee. Gacha will be like "spend $1 for a 10% chance at this legendary skin, spend $5 for a 70% chance, etc etc"

[–] Katana314@lemmy.world 19 points 1 day ago (3 children)

So in a lot of ways, it’s just the Asian term for loot box games, something that western games shied away from a bit after the Battlefront 2 controversy and EU attention, which Disney got embroiled in.

[–] Phoenix3875@lemmy.world 18 points 23 hours ago

Yes. It's from the coin machine that sells a random toy in capsule. Gacha is the clicking sound that machine makes when you turn the button to get a capsule.

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[–] Dudewitbow@lemmy.zip 8 points 23 hours ago* (last edited 23 hours ago)

gacha have element of chance, but usually speaking, gacha especially in asian games tend to also be tied to some form of power and is not purely cosmetic.

ao its not just purely, i want this character/costume/weapon because it looks cool, but theyres stats attached to it.

western game loot boxes generally sit more often as coametic, so the desire to pay isnt as bad (but can still be bad) but of course this doesnt apply to all western games either. an example of gacha based power is ultimate teams for sports games, which its gacha has players stats tied to them for team building.

gacha and loot boxes are fundamentally the same, but connotatively, gacha usually implies power and lootbox implies cosmetics, but technically not incorrect to use it either way.

if you want a dumb comparison, gacha is seen like trading card games, where power of the card also has value.

lootbox is sorta like sports cards where its collective in nature and really is about rarity/how the card looks

[–] Flemmy@lemm.ee 43 points 1 day ago

Gacha is addictive as hell if you grew up with Pokemon and Final Fantasy both huge in Japan. I play a few as well for boredom and yes the weird atmosphere of whales (account with thousands invested) being awkwardly silent but have a following of pretenders.

[–] Quacksalber@sh.itjust.works 15 points 1 day ago (5 children)

This is exactly the reason why I won't play gacha games. First everyone complains about loot boxes and microtransactions and then a game-genre where that's the core of the game takes off.

Just goes to show that the people that (rightly) complain about microtransactions cheapening gaming experiences were always in the minority and most will just keep spending like headless chickens.

Most people I know aren't or don't see themselves as gambling addicts. They're "proud" about how much they spent.

[–] Vespair@lemm.ee 2 points 10 hours ago* (last edited 10 hours ago)

Personally I don't play any game with microtransactions.

I'm only interested in games I can purchase outright and then own*. If there's large scale DLC that's fine, great even, but if there's some in-game way to spend money that isn't restricted to a DLC button/section, then I'm not interested.

I want to play games, not be inundated by constant sales opportunities.

*I'm aware I don't "own" most game due to the stupidity of licensing, and while I don't love that, I can acknowledge it's still a different and better thing that games that constantly push microtransactions

[–] CosmoNova@lemmy.world 1 points 12 hours ago

There isn‘t much of a contradiction there, I think. People complaining about it are mostly from an entirely different culture than where Gacha slop is developed and most popular. The former being the western world and the latter being South East Asia and players who have a deep fascination for it.

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[–] vegantomato@lemmy.world 4 points 19 hours ago* (last edited 19 hours ago) (1 children)

Let me guess

  • Anime tiddies
  • Short skirts
  • Long socks
  • Ultra brain-stimulating UI
  • Ultra brain-stimulating sound effects
  • 9001 virtual currencies to mask the actual cost of everything
  • Mystery RNGs everywhere
  • Muh behavioral psychology
  • More manipulative shit

Parents need to do their fucking jobs.

These gaming companies (parasites) need to lose all their IP protections.

[–] CosmoNova@lemmy.world 3 points 11 hours ago

There‘s a bitter irony in demanding parents doing their jobs because that‘s exactly why they don‘t have time for parenting. The cost of living is too damn high.

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