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Loot Boxes in CS2 Explained: The Gaming Industry's Hidden Addiction and its Impact on Players


Loot Boxes in CS2 man shocking expression money
Loot Boxes in CS2

Millions of people around the world spend countless hours and often, large sums of money, playing video games.

While the entertainment value and potential for social interaction are undeniable, there's a growing concern about a specific aspect of modern gaming: loot boxes.

These digital containers, purchased with real-world money or in-game currency, offer players a randomized chance at obtaining virtual items or skins, ranging from cosmetic enhancements to powerful weapons and character upgrades.

While the thrill of the unknown and the potential for a rare, valuable reward can be alluring, the mechanics behind loot boxes have sparked controversy, raising questions about their ethical implications and potential for addiction.



Mechanics Behind the Loot Box

CS: GO, now CS2, is one of the most popular and competitive FPS (first-person shooter) games in the market. They have a robust cosmetics economy including Operators, guns, gloves, and knives.

Players are rewarded with a chance at a loot box once a week.

The player can choose to simply hold the box, sell it on the open market, or buy a key to open the box.

In this case, you can either sell it on the Steam community market or third-party websites for Steam Wallet Funds (usually around 70ct to 1$ per case) or you can pay another 2.50$ to open it.

There are a variety of boxes with different sets of skins available inside. Rare knife skins are considered the biggest flex in the game.

When opening the case there is a little worse than 400 to 1 chance to open a knife and they are the most expensive items on the open market ranging from ~ $100 to over 1 Million for the most sought-after and rare.

Personal Stories of Loot Box Addiction

Jacques Strydom, a former Counter-Strike player, shares his experience with loot boxes. He describes the initial thrill of opening the boxes but acknowledges that it wasn't the prizes themselves that drew him in, but rather the act of opening them.

He spent small amounts at first, believing it wasn't a big deal, but over time, the costs accumulated significantly more than $16000. Looking back, he regrets the money he spent, realizing he could have used it for significant personal investments.

He feels strongly that loot boxes are designed to be addictive and acknowledges that he had to relinquish control of his credit card to his wife to prevent further spending.

Mark, another Counter-Strike player, shares a similar story. Having spent around $5,000 on loot boxes, he expresses concern over their resemblance to real-life gambling.

He describes the animation and sound effects associated with opening the boxes as reminiscent of slot machines, further perpetuating the gambling-like experience.

He also mentions a friend who believed he was "due" for a rare item, demonstrating the flawed belief that chance can be manipulated in such systems.


Impact on Young People

The issue of loot boxes becomes even more concerning when considering their impact on young gamers.

Pesio Ah-Honi, chief executive of Pasifika gambling counseling service Mapu Maia, expresses his concern about the presence of gambling mechanisms in games without age restrictions or regulations.

He emphasizes the need for education and awareness programs to inform young people about the potential risks associated with loot boxes and gambling.

He also advocates for a labeling system for games containing loot boxes, empowering parents to make informed decisions about their children's gaming experiences.

Industry Response and the Need for Regulation

Electronic Arts (EA), the creators of popular games like FIFA and EA FC, defend the use of loot boxes, stating that they offer players a choice in how they play.

They argue that they don't target minors and that parental controls are available on the platforms their games are played on.

Furthermore, they claim that loot boxes, by not allowing players to win real money, should not be considered gambling.

However, the research on the link between loot boxes and gambling is still in its early stages, and EA's claims lack conclusive scientific evidence.



In-App Purchases Can Be the Alternative?

In-app purchases are not a new system. it existed for a long time and is said to be one of the alternatives to the loot system.

Here players can buy anything (if available in store as some available for a limited time) that they prefer from cosmetics to weapons skins.

Previously Riot Games dropped the Loot box system for their premier title - Valorant - and shifted to the Game Store system where players can buy any skin anytime not waiting for the Loot box to open.

Fortnite also has a similar system where they offer a variety of new skins in Epic store, by collaborating with big celebrities like Eminem, Weeknd, characters like Peter Griffin or LEGO.

Many experts and gamers found this system better than the loot system as players can buy anything they prefer.

Even though we put this app store system in the gambling section, no one denies the fact that it is also a deverpoler's tactic to lure gamers to spend more on games.

Epic Store Fortnite
Epic Store - Fortnite

Conclusion: A Call for Transparency and Responsibility

The issue of loot boxes is complex and multifaceted. While they may offer a seemingly harmless form of entertainment for some players, the potential for addiction and the targeting of vulnerable demographics, particularly young people, are undeniable.

As the gaming industry continues to evolve, it's crucial to hold developers and publishers accountable for their practices.

Hey you! Yes, you, the gamer reading this. Be informed about the potential risks of loot boxes. Don't let the thrill of the unknown mask the dangers of addiction.

Remember, there's more to gaming than just virtual possessions. Enjoy the experience, but do so responsibly.


 


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