Last week, MPs called on the government to classify online loot boxes as gambling and in the process highlighted a scandal: the $137.9bn (£110bn) gaming industry makes much of its profit by ripping off children. Young people are being nudged, enticed and coerced not only to carry on playing but also paying.
Loot boxes – mystery objects in virtual treasure chests that players pay to open – resemble nothing so much as a lottery. Gamers spent $30bn on them worldwide in 2018, a figure that has been predicted to rise to $50bn in the next five years.
For an insecure child, a cosmetic item that represents social cachet matters that much more
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