Video game players Several video games feature the use of loot boxes, a collection of in-game items awarded on opening with random contents set by rarity metrics, as a monetization scheme. Since around 2018, loot boxes have come under scrutiny from governments and advocates on the basis they are akin to gambling, particularly for games aimed at youth. Some games use a special "pity-timer" mechanism, that if the player has opened several loot boxes in a row without obtaining a high-rarity item, subsequent loot boxes will improve the odds of a higher-rate item drop. This is considered to feed into the gambler's fallacy since it reinforces the idea that a player will eventually obtain a high-rarity item (a win) after only receiving common items from a string of previous loot boxes.
video game players several video games feature the use of loot boxes a collection of in-game items awarded on opening with random contents set by rarity metrics as a monetization scheme since around 2018 loot boxes have come under scrutiny from governments and advocates on the basis they are akin to gambling particularly for games aimed at youth some games use a special "pity-timer" mechanism that if the player has opened several loot boxes in a row without obtaining a high-rarity item subsequent loot boxes will improve the odds of a higher-rate item drop this is considered to feed into the gambler's fallacy since it reinforces the idea that a player will eventually obtain a high-rarity item (a win) after only receiving common items from a string of previous loot boxes