After the initial regulations set by the Australian Government in September 2023, they have revamped their criteria to further ensure any resemblance of gambling and loot boxes are regulated. With the document taking effect from September 22, 2024, any title with chance-based in-game purchases will receive a minimum rating of M. Furthermore, a title with simulated gambling will have a minimum rating of R 18+.
However, these restrictions only apply to video games correlating the above mechanics to real-world currency. As such, a game using chance-based mechanics or simulated gambling without using or affecting real-world currency doesn’t fall under this rule.
Still, parents are advised to install parental control apps on devices used for gaming to keep tabs on the kind of games their children are playing and ensure they are not spending excessive sums on loot boxes. There are even some such apps that can be installed directly onto gaming consoles and allow parents to allow or deny access to specific games.
The New Regulations Are Hitting The Major Weak Points Of Gaming Titans
With Australia taking further actions against loot boxes, gamers speculate that other countries may take a similar stance and ensure that chance-based mechanics in interactive media are properly regulated. Reddit users are already talking about mobile games, which mostly follow the traditional MTX-style loot boxes, to receive a massive hit in the Australian market.
Furthermore, the gaming community is speculating how major eSports franchises, like League of Legends, somewhat rely on their respective unofficial gambling sites. It might not seem apparent, but their mere existence can serve as a form of marketing, longevity, and interaction outside the main game.
Australia’s policies not only restrict these sites’ influence to a majority of their consumers but also affect the overall eSports industry, which is projected to make a multi-billion dollar revenue this year. If more countries take action, then triple-A titles might simply not launch in some regions.
In most TCG and CCG titles, like Marvel Snap, the primary method of obtaining rare cards is through spending real money and/or gambling. Pokémon TCG Pocket, the latest game released with the Pokémon name, continues this trend with its addictive card-pack system. You purchase a pack of cards and essentially gamble on getting someone worth a high price.
Their dopamine rush is widely recognized, and when they get the option to buy another card pack after the one they recently opened wasn’t too special, their temptations can quickly cascade. This is exactly why microtransactions have garnered their present-day reputation and why Pokémon TCG Pocket, a game part of a series that will likely never die off, has an age rating that feels deceptive to people.
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