Experts: Games intentionally designed to trigger addictive behaviour


PETALING JAYA: The rise of gacha systems, loot boxes and in-game top-ups is blurring the line between gaming and gambling, with some players spending hundreds or even thousands of ringgit chasing virtual rewards with no real-world value.

Gacha systems, inspired by Japan’s capsule toy vending machines, are now widely used in mobile and online games.

Players spend real money or in-game currency for a random chance at obtaining rare characters, weapons, outfits or items, often without any guarantee of success.

Assoc Prof Dr Anasuya Jegathevi Jegathesan, dean of the Faculty of Psychology and Social Sciences at University of Cyberjaya, said many games are intentionally designed to trigger addictive behaviour.

“Yes, it is dopamine, instant gratification, but also gambling. When you buy a pack and get something really good, the emotional ‘hit’ becomes stronger and people keep chasing that feeling,” she said.

She said online multiplayer games also created social pressure, where players felt compelled to spend money to remain competitive or accepted within their gaming groups.

“It is not like gambling alone at a slot machine. Here, you are gambling with a group of people encouraging the addiction,” she said.

Anasuya said the issue becomes more complicated because many online gaming communities are global, with spending habits influenced by players from wealthier countries.

She said some gamers may not realise how much they are spending once foreign currency conversions are factored in.

She also warned that younger players are particularly vulnerable to loot box systems, which she described as “basically gambling”.

“There is no real difference between gambling and loot boxes or gacha systems when players repeatedly press buttons hoping for rare rewards,” she said.

“These systems are designed by people with knowledge similar to casino game designers.”

In games, the rarest rewards often have extremely low drop rates, encouraging players to keep spending in hopes of obtaining highly sought-after items.

Loot boxes function similarly, with players purchasing or earning virtual boxes, packs or crates containing randomised rewards.

While microtransactions are not always problematic, Anasuya said randomised loot boxes and gacha mechanics are more dangerous because they encourage repeated spending without guaranteed rewards.

“Families should watch for warning signs, including excessive spending, secrecy over purchases, emotional distress when unable to play, and prioritising gaming over real-life responsibilities,” she said.

Clinical psychologist Dr Kang Jia Yi agreed that loot boxes and gacha systems shared strong similarities with gambling behaviour.

“This involves triggering a vicious cycle that plays on uncertainty and the possibility of winning or gaining,” she said.

“The process of buying and giving in to the chance of getting something is exhilarating and triggers a dopamine rush.”

Kang said such systems often prey on impulsive and compulsive behaviour, especially among emotionally vulnerable individuals or those with poor impulse control.

“FOMO (fear of missing out) does play a part, but limited and exclusive items also create a sense of scarcity and higher perceived value. This may give players a stronger sense of status, self-worth and validation,” she said.

Several European countries and regulators have taken action against loot boxes and similar mechanics over the years, with Belgium becoming one of the first countries to effectively ban certain paid loot boxes in 2018 after its Gaming Commission ruled that they violated gambling laws.

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