• It's infuriating to see Paramount+ sealing a jaw-dropping $1.5 billion deal for South Park, as if streaming wars are nothing but a cash grab! This historic agreement isn't just about animation; it's a blatant display of how the entertainment industry prioritizes profit over creativity. Five years of monopolizing a cultural icon while squeezing every dime out of viewers is a disgrace. Instead of fostering diverse content, they’re hoarding intellectual property like it's a gold mine! What happened to innovation? It’s time to wake up and realize that this reckless pursuit of money is ruining the art of storytelling.

    #SouthPark #StreamingWars #AnimationIndustry #ParamountPlus #ContentMonopoly
    It's infuriating to see Paramount+ sealing a jaw-dropping $1.5 billion deal for South Park, as if streaming wars are nothing but a cash grab! This historic agreement isn't just about animation; it's a blatant display of how the entertainment industry prioritizes profit over creativity. Five years of monopolizing a cultural icon while squeezing every dime out of viewers is a disgrace. Instead of fostering diverse content, they’re hoarding intellectual property like it's a gold mine! What happened to innovation? It’s time to wake up and realize that this reckless pursuit of money is ruining the art of storytelling. #SouthPark #StreamingWars #AnimationIndustry #ParamountPlus #ContentMonopoly
    GRAFFICA.INFO
    South Park firma el acuerdo más caro de la animación: 1.500 millones y una guerra detrás del streaming
    Paramount+ se queda con los derechos globales de South Park en un acuerdo histórico que redefine el valor del contenido de animación para adultos. La operación, valorada en 1.500 millones de dólares por cinco años, culmina meses de tensas negociacion
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  • Introducing the SilverStone Seta H2, the computer case that can house a staggering 15 hard drives! Because who needs minimalism when you can create your very own digital hoarding paradise? Forget about tidying up your digital life; just throw in all those drives and watch your organizational skills go up in smoke.

    Perfect for those who collect more data than they'll ever use, this case is the epitome of "more is more." Just envision the joy of sifting through terabytes of forgotten memes and cat videos—it's like a time capsule of your procrastination!

    So, if you’re ready to embrace your inner data pack rat, the SilverStone Seta H2 is waiting for you. Happy hoarding!

    #SilverStoneSet
    Introducing the SilverStone Seta H2, the computer case that can house a staggering 15 hard drives! Because who needs minimalism when you can create your very own digital hoarding paradise? Forget about tidying up your digital life; just throw in all those drives and watch your organizational skills go up in smoke. Perfect for those who collect more data than they'll ever use, this case is the epitome of "more is more." Just envision the joy of sifting through terabytes of forgotten memes and cat videos—it's like a time capsule of your procrastination! So, if you’re ready to embrace your inner data pack rat, the SilverStone Seta H2 is waiting for you. Happy hoarding! #SilverStoneSet
    ARABHARDWARE.NET
    الكشف عن صندوق الحاسوب SilverStone Seta H2 الذي يتسع لـ 15 قرص
    The post الكشف عن صندوق الحاسوب SilverStone Seta H2 الذي يتسع لـ 15 قرص appeared first on عرب هاردوير.
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  • Apple WWDC 2025: News and analysis

    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligencestrategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news.

    Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually.

    However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AIrollouts.

    The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price.

    Follow this page for Computerworld‘s coverage of WWDC25.

    WWDC25 news and analysis

    Apple’s AI Revolution: Insights from WWDC

    June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job.

    For developers, Apple’s tools get a lot better for AI

    June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development.

    WWDC 25: What’s new for Apple and the enterprise?

    June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025.

    What we know so far about Apple’s Liquid Glass UI

    June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices. 

    WWDC first look: How Apple is improving its ecosystem

    June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conferencemight have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten.

    Apple infuses AI into the Vision Pro

    June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences.

    WWDC: Apple is about to unlock international business

    June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly. 
    #apple #wwdc #news #analysis
    Apple WWDC 2025: News and analysis
    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligencestrategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news. Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually. However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AIrollouts. The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price. Follow this page for Computerworld‘s coverage of WWDC25. WWDC25 news and analysis Apple’s AI Revolution: Insights from WWDC June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job. For developers, Apple’s tools get a lot better for AI June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development. WWDC 25: What’s new for Apple and the enterprise? June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025. What we know so far about Apple’s Liquid Glass UI June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices.  WWDC first look: How Apple is improving its ecosystem June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conferencemight have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten. Apple infuses AI into the Vision Pro June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences. WWDC: Apple is about to unlock international business June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly.  #apple #wwdc #news #analysis
    WWW.COMPUTERWORLD.COM
    Apple WWDC 2025: News and analysis
    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligence (AI) strategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news. Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually. However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AI (genAI) rollouts. The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price. Follow this page for Computerworld‘s coverage of WWDC25. WWDC25 news and analysis Apple’s AI Revolution: Insights from WWDC June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job. For developers, Apple’s tools get a lot better for AI June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models (LLM) such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development. WWDC 25: What’s new for Apple and the enterprise? June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025. What we know so far about Apple’s Liquid Glass UI June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices.  WWDC first look: How Apple is improving its ecosystem June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conference (WWDC) might have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten. Apple infuses AI into the Vision Pro June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences. WWDC: Apple is about to unlock international business June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly. 
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  • 1,000-year-old Viking Age hoard has a pendant that may be a cross or Thor's hammer

    A metal detectorist in Germany has unearthed an Early Middle Ages hoard that contains 200 artifacts, including a pendant that may be a cross or an unfinished Thor's hammer.
    #1000yearold #viking #age #hoard #has
    1,000-year-old Viking Age hoard has a pendant that may be a cross or Thor's hammer
    A metal detectorist in Germany has unearthed an Early Middle Ages hoard that contains 200 artifacts, including a pendant that may be a cross or an unfinished Thor's hammer. #1000yearold #viking #age #hoard #has
    WWW.LIVESCIENCE.COM
    1,000-year-old Viking Age hoard has a pendant that may be a cross or Thor's hammer
    A metal detectorist in Germany has unearthed an Early Middle Ages hoard that contains 200 artifacts, including a pendant that may be a cross or an unfinished Thor's hammer.
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  • Who Could Buy Unity?

    Who Could Buy Unity? / News / June 7, 2025 / Business, Unity

    Earlier this week 80.lv ran the incredibly misleadingarticle Analyst Suggests Apple Might be Considering Buying Unity After Legal Defeat to Epic Games. Might is doing some heavy lifting there as there is no actual evidence that Apple or any other company are currently looking to purchase Unity Technologies. That said, it is an interesting topic as a pure thought exercise. So today we are going to discuss the companies that could be potential suitors for Unity.
    Unity
    The obvious place to start is with Unity Technologies, which is to say they can simply stay an independent organization. While they are not profitable, their financial situation has been trending in a positive direction of late and they have sufficient cash and resources to stay independent for the foreseeable future. Should things get bad at Unity, it is possible one of their largest investorscould take the company private again.
    Put simply, Unity does not need to be purchased and things can be kept as they are.
    Apple
    The original premise of this article is that Apple should buy Unity.
    Reasons why Apple should buy Unity:

    Apple and Unity have a long history, with Unity having been originally a Mac exclusive application and it has always supported Apple platforms
    Unity is by far the most used application for creating games on the Apple App Store
    Unity Grow productscould have good synergy with Apples products
    Apple could prevent a potential future rival, especially around 3rd party app stores

    Reasons why Apple won’t buy Unity:

    Apple has never made a purchase anywhere near the size of Unity. Their largest acquisition to datewould be 1/4 to 1/5 the size of acquiring Unity
    Apple has never really gotten involved in gaming beyond small initiatives in the past
    Apple mostly grows in-house over acquisition and more acquisitions are subsumed into other Apple products, Unity is not a good fit here

    Amazon
    Amazon have heaps of cash and aren’t afraid to use it such as acquiring MGM, Whole Foods, Twitch and many more companies over the years. They also have several gaming-oriented interests and have made an attemptto become a major game developer in the past.
    Reasons why Amazon should buy Unity:

    Amazon tried to enter gaming in a big way once already with the licensing of CryEngine to create Lumberyardand buying up or forming several game studios. Unity would provide a much larger and more established foothold should they wish to buy their way in
    Amazon web services could be a good compliment to Unity’s server side offerings, while Unity’s Grow division could be a good fit for Amazon platforms
    Integration with their gaming platformsReasons why Amazon won’t buy Unity:

    Their last attempt into game development was a massive failure and much of it was rumored to be a culture problem

    Tencent
    Tencent have invested HEAVILY into the world of gamingand aren’t afraid of throwing money around, so Unity could be a good fit in that portfolio. That said recent political climate changes would render this acquisition very unlikely.
    Reasons why Tencent should buy Unity:

    Tencent have a presence across the entire gaming industry and already have a minority stake in Epic Games. This would more or less give them a controlling influence over two of the biggest players in the space
    Access to or ownership of Unity’s recently created China Joint Venture
    Integration with Tencents other holdings like WeChat or Snap might provide some synergies

    Reasons why Tencent won’t buy Unity:

    Not a snowballs chance in hell that regulators allow this acquisition to happen, from antitrust issues of owning stakes in both Unity and Unreal Engine, to just more broad geopolitical issues in the modern world

    Microsoft
    Microsoft are heavily invested in two areas that overlap with Unity, gaming and software development tools. On paper they might appear to be the perfect suitor for Unity and they have the cash hoard to make such a purchase with ease.
    Reasons why Microsoft should buy Unity:

    Unlike Apple, Microsoft has long been a proponent of growth via acquisition with some of their pillar products coming in the form of acquisitions. They also do not shy away from huge dollar purchases such as Activision Blizzard, LinkedIn, Nuance, Skype, ZeniMax, GitHub, Nokia, MojangMicrosoft have a long history of leveraging their development tools to grow their platforms
    Microsoft gaming studios/relationships/holdings such as XBox, Game Pass/PC Gaming, DirectX, Havok, etc. could benefit from a tighter relationship with Unity
    Like Amazon, Microsoft server-side servicescould be used to power Unity Grow services

    Reasons why Microsoft won’t buy Unity:

    Microsoft only just finished their acquisition of Activision and it was an arduous and nearly doomed process. Buying another company in the gaming space might be a step too far for regulators
    While Microsoft doesn’t mind spending huge money on acquisitions, they also don’t mind killing those companies off after, especially if there is a market downturn like we are experiencing now

    AppLovin
    If there is a company that is most likely to buy Unity, and that would synergize best with Unity products, it’s AppLovin. In broad strokes, AppLovin, IronSource and Unityare all in the same business. On top of that many of AppLovin’s biggest customers and products are directly tied to the Unity ecosystem. In fact, Unity and AppLovin are such a good fit that AppLovin attempted to buy Unity for nearly B back in 2022, when Unity instead pursued it’s doomed merger with IronSource.
    So, why would it make sense for AppLovin to buy Unity now? Well, these two 5 year stock performance charts more or less tell the entire story:

    It becomes crystal clear from that fateful date in August of 2022 which company has performed better and right now AppLovin is absolutely flush with cash. If there is a company that makes sense to acquire Unity, it’s AppLovin. Of course now that Unity owns IronSource, there are certainly questions of regulatory approval if this would even be allowed.
    Once again, this entire exercise is simply a thought exercise, just for fun. There is no public available news that ANYONE are looking to acquire Unity, nor that Unity is looking to be acquired. You can learn more about my thoughts on the matter in the video below.
    #who #could #buy #unity
    Who Could Buy Unity?
    Who Could Buy Unity? / News / June 7, 2025 / Business, Unity Earlier this week 80.lv ran the incredibly misleadingarticle Analyst Suggests Apple Might be Considering Buying Unity After Legal Defeat to Epic Games. Might is doing some heavy lifting there as there is no actual evidence that Apple or any other company are currently looking to purchase Unity Technologies. That said, it is an interesting topic as a pure thought exercise. So today we are going to discuss the companies that could be potential suitors for Unity. Unity The obvious place to start is with Unity Technologies, which is to say they can simply stay an independent organization. While they are not profitable, their financial situation has been trending in a positive direction of late and they have sufficient cash and resources to stay independent for the foreseeable future. Should things get bad at Unity, it is possible one of their largest investorscould take the company private again. Put simply, Unity does not need to be purchased and things can be kept as they are. Apple The original premise of this article is that Apple should buy Unity. Reasons why Apple should buy Unity: Apple and Unity have a long history, with Unity having been originally a Mac exclusive application and it has always supported Apple platforms Unity is by far the most used application for creating games on the Apple App Store Unity Grow productscould have good synergy with Apples products Apple could prevent a potential future rival, especially around 3rd party app stores Reasons why Apple won’t buy Unity: Apple has never made a purchase anywhere near the size of Unity. Their largest acquisition to datewould be 1/4 to 1/5 the size of acquiring Unity Apple has never really gotten involved in gaming beyond small initiatives in the past Apple mostly grows in-house over acquisition and more acquisitions are subsumed into other Apple products, Unity is not a good fit here Amazon Amazon have heaps of cash and aren’t afraid to use it such as acquiring MGM, Whole Foods, Twitch and many more companies over the years. They also have several gaming-oriented interests and have made an attemptto become a major game developer in the past. Reasons why Amazon should buy Unity: Amazon tried to enter gaming in a big way once already with the licensing of CryEngine to create Lumberyardand buying up or forming several game studios. Unity would provide a much larger and more established foothold should they wish to buy their way in Amazon web services could be a good compliment to Unity’s server side offerings, while Unity’s Grow division could be a good fit for Amazon platforms Integration with their gaming platformsReasons why Amazon won’t buy Unity: Their last attempt into game development was a massive failure and much of it was rumored to be a culture problem Tencent Tencent have invested HEAVILY into the world of gamingand aren’t afraid of throwing money around, so Unity could be a good fit in that portfolio. That said recent political climate changes would render this acquisition very unlikely. Reasons why Tencent should buy Unity: Tencent have a presence across the entire gaming industry and already have a minority stake in Epic Games. This would more or less give them a controlling influence over two of the biggest players in the space Access to or ownership of Unity’s recently created China Joint Venture Integration with Tencents other holdings like WeChat or Snap might provide some synergies Reasons why Tencent won’t buy Unity: Not a snowballs chance in hell that regulators allow this acquisition to happen, from antitrust issues of owning stakes in both Unity and Unreal Engine, to just more broad geopolitical issues in the modern world Microsoft Microsoft are heavily invested in two areas that overlap with Unity, gaming and software development tools. On paper they might appear to be the perfect suitor for Unity and they have the cash hoard to make such a purchase with ease. Reasons why Microsoft should buy Unity: Unlike Apple, Microsoft has long been a proponent of growth via acquisition with some of their pillar products coming in the form of acquisitions. They also do not shy away from huge dollar purchases such as Activision Blizzard, LinkedIn, Nuance, Skype, ZeniMax, GitHub, Nokia, MojangMicrosoft have a long history of leveraging their development tools to grow their platforms Microsoft gaming studios/relationships/holdings such as XBox, Game Pass/PC Gaming, DirectX, Havok, etc. could benefit from a tighter relationship with Unity Like Amazon, Microsoft server-side servicescould be used to power Unity Grow services Reasons why Microsoft won’t buy Unity: Microsoft only just finished their acquisition of Activision and it was an arduous and nearly doomed process. Buying another company in the gaming space might be a step too far for regulators While Microsoft doesn’t mind spending huge money on acquisitions, they also don’t mind killing those companies off after, especially if there is a market downturn like we are experiencing now AppLovin If there is a company that is most likely to buy Unity, and that would synergize best with Unity products, it’s AppLovin. In broad strokes, AppLovin, IronSource and Unityare all in the same business. On top of that many of AppLovin’s biggest customers and products are directly tied to the Unity ecosystem. In fact, Unity and AppLovin are such a good fit that AppLovin attempted to buy Unity for nearly B back in 2022, when Unity instead pursued it’s doomed merger with IronSource. So, why would it make sense for AppLovin to buy Unity now? Well, these two 5 year stock performance charts more or less tell the entire story: It becomes crystal clear from that fateful date in August of 2022 which company has performed better and right now AppLovin is absolutely flush with cash. If there is a company that makes sense to acquire Unity, it’s AppLovin. Of course now that Unity owns IronSource, there are certainly questions of regulatory approval if this would even be allowed. Once again, this entire exercise is simply a thought exercise, just for fun. There is no public available news that ANYONE are looking to acquire Unity, nor that Unity is looking to be acquired. You can learn more about my thoughts on the matter in the video below. #who #could #buy #unity
    GAMEFROMSCRATCH.COM
    Who Could Buy Unity?
    Who Could Buy Unity? / News / June 7, 2025 / Business, Unity Earlier this week 80.lv ran the incredibly misleading (some could say click-baity) article Analyst Suggests Apple Might be Considering Buying Unity After Legal Defeat to Epic Games. Might is doing some heavy lifting there as there is no actual evidence that Apple or any other company are currently looking to purchase Unity Technologies. That said, it is an interesting topic as a pure thought exercise. So today we are going to discuss the companies that could be potential suitors for Unity. Unity The obvious place to start is with Unity Technologies, which is to say they can simply stay an independent organization. While they are not profitable, their financial situation has been trending in a positive direction of late and they have sufficient cash and resources to stay independent for the foreseeable future. Should things get bad at Unity, it is possible one of their largest investors (Silver Lake Group, Vanguard Group, Sequoia Capital, Black Rock, etc) could take the company private again. Put simply, Unity does not need to be purchased and things can be kept as they are. Apple The original premise of this article is that Apple should buy Unity. Reasons why Apple should buy Unity: Apple and Unity have a long history, with Unity having been originally a Mac exclusive application and it has always supported Apple platforms Unity is by far the most used application for creating games on the Apple App Store Unity Grow products (ads, user acquisitions, analytics, etc) could have good synergy with Apples products Apple could prevent a potential future rival, especially around 3rd party app stores Reasons why Apple won’t buy Unity: Apple has never made a purchase anywhere near the size of Unity. Their largest acquisition to date (Beats) would be 1/4 to 1/5 the size of acquiring Unity Apple has never really gotten involved in gaming beyond small initiatives in the past Apple mostly grows in-house over acquisition and more acquisitions are subsumed into other Apple products, Unity is not a good fit here Amazon Amazon have heaps of cash and aren’t afraid to use it such as acquiring MGM, Whole Foods, Twitch and many more companies over the years. They also have several gaming-oriented interests and have made an attempt (that failed badly) to become a major game developer in the past. Reasons why Amazon should buy Unity: Amazon tried to enter gaming in a big way once already with the licensing of CryEngine to create Lumberyard (now O3DE) and buying up or forming several game studios. Unity would provide a much larger and more established foothold should they wish to buy their way in Amazon web services could be a good compliment to Unity’s server side offerings, while Unity’s Grow division could be a good fit for Amazon platforms Integration with their gaming platforms (Twitch, Luna, etc) Reasons why Amazon won’t buy Unity: Their last attempt into game development was a massive failure and much of it was rumored to be a culture problem Tencent Tencent have invested HEAVILY into the world of gaming (Ubisoft, Epic Games, Riot Games, Supercell, Snap, Funcom, Activision Blizzard, From Software, etc) and aren’t afraid of throwing money around, so Unity could be a good fit in that portfolio. That said recent political climate changes would render this acquisition very unlikely. Reasons why Tencent should buy Unity: Tencent have a presence across the entire gaming industry and already have a minority stake in Epic Games (Unreal Engine). This would more or less give them a controlling influence over two of the biggest players in the space Access to or ownership of Unity’s recently created China Joint Venture Integration with Tencents other holdings like WeChat or Snap might provide some synergies Reasons why Tencent won’t buy Unity: Not a snowballs chance in hell that regulators allow this acquisition to happen, from antitrust issues of owning stakes in both Unity and Unreal Engine, to just more broad geopolitical issues in the modern world Microsoft Microsoft are heavily invested in two areas that overlap with Unity, gaming and software development tools. On paper they might appear to be the perfect suitor for Unity and they have the cash hoard to make such a purchase with ease. Reasons why Microsoft should buy Unity: Unlike Apple, Microsoft has long been a proponent of growth via acquisition with some of their pillar products coming in the form of acquisitions. They also do not shy away from huge dollar purchases such as Activision Blizzard (69B), LinkedIn (26B), Nuance (20B), Skype (8.5B), ZeniMax (7.5B), GitHub (7.5B), Nokia (7B), Mojang[Minecraft] (2.5B) Microsoft have a long history of leveraging their development tools to grow their platforms Microsoft gaming studios/relationships/holdings such as XBox, Game Pass/PC Gaming, DirectX, Havok, etc. could benefit from a tighter relationship with Unity Like Amazon, Microsoft server-side services (Azure) could be used to power Unity Grow services Reasons why Microsoft won’t buy Unity: Microsoft only just finished their acquisition of Activision and it was an arduous and nearly doomed process. Buying another company in the gaming space might be a step too far for regulators While Microsoft doesn’t mind spending huge money on acquisitions, they also don’t mind killing those companies off after (Nokia? Skype?), especially if there is a market downturn like we are experiencing now AppLovin If there is a company that is most likely to buy Unity, and that would synergize best with Unity products, it’s AppLovin. In broad strokes, AppLovin, IronSource and Unity (Grow) are all in the same business. On top of that many of AppLovin’s biggest customers and products are directly tied to the Unity ecosystem. In fact, Unity and AppLovin are such a good fit that AppLovin attempted to buy Unity for nearly $20B back in 2022, when Unity instead pursued it’s doomed merger with IronSource. So, why would it make sense for AppLovin to buy Unity now? Well, these two 5 year stock performance charts more or less tell the entire story: It becomes crystal clear from that fateful date in August of 2022 which company has performed better and right now AppLovin is absolutely flush with cash. If there is a company that makes sense to acquire Unity, it’s AppLovin. Of course now that Unity owns IronSource, there are certainly questions of regulatory approval if this would even be allowed. Once again, this entire exercise is simply a thought exercise, just for fun. There is no public available news that ANYONE are looking to acquire Unity, nor that Unity is looking to be acquired. You can learn more about my thoughts on the matter in the video below.
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  • If You Thought Facebook Was Toxic Already, Now It's Replacing Its Human Moderators with AI

    Few companies in the history of capitalism have amassed as much wealth and influence as Meta.A global superpower in the information space, Meta — the parent company of Facebook, Instagram, WhatsApp, and Threads — has a market cap of trillion at the time of writing, which for a rough sense of scale is more than the gross domestic product of Spain.In spite of its immense influence, none of its internal algorithms can be scrutinized by public watchdogs. Its host country, the United States, has largely turned a blind eye to its dealings in exchange for free use of Meta's vast surveillance capabilities.That lack of oversight coupled with Meta's near-omnipresence as a social utility has had devastating consequences throughout the world, manifesting in crises like the genocide of Muslims in Myanmar, or the systemic suppression of Palestinian rights organizations.How do you uncover the harms caused by one of the most powerful companies on earth? In the case of public violence, the evidence isn't hard to trace. However, Meta's unprecedented corporate dynasty also creates less obvious harms, which scores of scholars, researchers, and journalists are devoting entire careers to uncovering.One prominent group of said investigators is GLAAD, the Gay & Lesbian Alliance Against Defamation, which recently released its annual report on social media safety, privacy, and expression for LGBTQ people.The report notes that Meta has undergone a "particularly extreme" ideological shift over the past year, adding harmful exceptions to its content moderation policies while disproportionately suppressing LGBTQ users and their content. The tech giant has also failed to give LGBTQ users sovereignty over their own personal data, which it collects, analyzes, and wields to generate huge profits.While Meta collects all of our data — from which it draws over 95 percent of its revenue — the practice is particularly harmful to LGBTQ users, who then have to contend with algorithmic biases, non-consensual outing, harassment, and in some countries state oppression."It's a dangerous time, certainly for trans people, who as a minority have been so ridiculously maligned, but also a dangerous time for gay people, openly bipeople, people who are different in any way," says Sarah Roberts, a UCLA professor and Director of the Center for Critical Internet Inquiry.To address these shortcomings and the dangers they introduce, GLAAD made a number of recommendations. One key suggestion was to improve moderation "by providing training for all content moderators focused on LGBTQ safety, privacy and expression." The media advocacy group doesn't mince words, adding that "AI systems should be used to flag for human review, not for automated removals."However, it doesn't look like Meta got the message.Weeks after GLAAD issued its findings, internal Meta documents leaked to NPR revealed the company's plan to hand 90 percent of its privacy and integrity reviews over to "artificial intelligence."This will impact nearly every new feature introduced to its platforms, where human moderators would typically evaluate new features for risks to privacy and safety, and the wellbeing of user groups like minors, immigrants, and LGBTQ people.Meta's internal risk assessment is an already opaque process, and Roberts notes that government attempts at risk oversight, like the EU's Digital Services Act, are likewise a labyrinth of filings which are largely dictated by the social media companies themselves. AI, chock full of biases and prone to errors — as admitted by Meta's own AI chief — is certain to make the situation even worse.Earlier this week, meanwhile, the Wall Street Journal revealed Meta's plans to fully automate advertising via the company's generative AI software, which will allow advertisers to "fully create and target ads" directly, with no human in the loop.This includes hyper-personalized ads, writes the WSJ, "so that users see different versions of the same ad in real time, based on factors such as geolocation."Data hoarders like Meta — which track you even when you're not using its platforms — have long been able to profile LGBTQ users based on gender identify and sexual orientation, including those who aren't publicly out.Removing any human from these already sinister practices serves to streamline operations and distance Meta from its own actions — "we didn't out gay users living under an oppressive government," the company can say, "even if our AI did." It's no coincidence that Meta had already disbanded its "Responsible AI" team as early as 2023.At the root of these decisions — Meta CEO Mark Zuckerberg's right wing turn notwithstanding — is the calculated drive to maximize revenue."If there's no reason to rigorously moderate harmful content, then why pay so many content moderators? Why engage researchers to look into the circulation of this kind of content?" observes Roberts. "There ends up being a real cost savings there.""One of the things I've always said is that content moderation of social media is not primarily about protecting people, it's about brand management," she told Futurism. "It's about the platform managing its brand in order to make the most hospitable environment for advertisers."Sometimes these corporate priorities line up with progressive causes, like LGBTQ user safety or voter registration. But when they don't, Roberts notes, "dollars are dollars.""We are looking at multibillion-dollar companies, the most capitalized companies in the world, who have operated with impunity for many, many years," she said. "How do you convince them that they should care, when other powerful sectors are telling them the opposite?"Share This Article
    #you #thought #facebook #was #toxic
    If You Thought Facebook Was Toxic Already, Now It's Replacing Its Human Moderators with AI
    Few companies in the history of capitalism have amassed as much wealth and influence as Meta.A global superpower in the information space, Meta — the parent company of Facebook, Instagram, WhatsApp, and Threads — has a market cap of trillion at the time of writing, which for a rough sense of scale is more than the gross domestic product of Spain.In spite of its immense influence, none of its internal algorithms can be scrutinized by public watchdogs. Its host country, the United States, has largely turned a blind eye to its dealings in exchange for free use of Meta's vast surveillance capabilities.That lack of oversight coupled with Meta's near-omnipresence as a social utility has had devastating consequences throughout the world, manifesting in crises like the genocide of Muslims in Myanmar, or the systemic suppression of Palestinian rights organizations.How do you uncover the harms caused by one of the most powerful companies on earth? In the case of public violence, the evidence isn't hard to trace. However, Meta's unprecedented corporate dynasty also creates less obvious harms, which scores of scholars, researchers, and journalists are devoting entire careers to uncovering.One prominent group of said investigators is GLAAD, the Gay & Lesbian Alliance Against Defamation, which recently released its annual report on social media safety, privacy, and expression for LGBTQ people.The report notes that Meta has undergone a "particularly extreme" ideological shift over the past year, adding harmful exceptions to its content moderation policies while disproportionately suppressing LGBTQ users and their content. The tech giant has also failed to give LGBTQ users sovereignty over their own personal data, which it collects, analyzes, and wields to generate huge profits.While Meta collects all of our data — from which it draws over 95 percent of its revenue — the practice is particularly harmful to LGBTQ users, who then have to contend with algorithmic biases, non-consensual outing, harassment, and in some countries state oppression."It's a dangerous time, certainly for trans people, who as a minority have been so ridiculously maligned, but also a dangerous time for gay people, openly bipeople, people who are different in any way," says Sarah Roberts, a UCLA professor and Director of the Center for Critical Internet Inquiry.To address these shortcomings and the dangers they introduce, GLAAD made a number of recommendations. One key suggestion was to improve moderation "by providing training for all content moderators focused on LGBTQ safety, privacy and expression." The media advocacy group doesn't mince words, adding that "AI systems should be used to flag for human review, not for automated removals."However, it doesn't look like Meta got the message.Weeks after GLAAD issued its findings, internal Meta documents leaked to NPR revealed the company's plan to hand 90 percent of its privacy and integrity reviews over to "artificial intelligence."This will impact nearly every new feature introduced to its platforms, where human moderators would typically evaluate new features for risks to privacy and safety, and the wellbeing of user groups like minors, immigrants, and LGBTQ people.Meta's internal risk assessment is an already opaque process, and Roberts notes that government attempts at risk oversight, like the EU's Digital Services Act, are likewise a labyrinth of filings which are largely dictated by the social media companies themselves. AI, chock full of biases and prone to errors — as admitted by Meta's own AI chief — is certain to make the situation even worse.Earlier this week, meanwhile, the Wall Street Journal revealed Meta's plans to fully automate advertising via the company's generative AI software, which will allow advertisers to "fully create and target ads" directly, with no human in the loop.This includes hyper-personalized ads, writes the WSJ, "so that users see different versions of the same ad in real time, based on factors such as geolocation."Data hoarders like Meta — which track you even when you're not using its platforms — have long been able to profile LGBTQ users based on gender identify and sexual orientation, including those who aren't publicly out.Removing any human from these already sinister practices serves to streamline operations and distance Meta from its own actions — "we didn't out gay users living under an oppressive government," the company can say, "even if our AI did." It's no coincidence that Meta had already disbanded its "Responsible AI" team as early as 2023.At the root of these decisions — Meta CEO Mark Zuckerberg's right wing turn notwithstanding — is the calculated drive to maximize revenue."If there's no reason to rigorously moderate harmful content, then why pay so many content moderators? Why engage researchers to look into the circulation of this kind of content?" observes Roberts. "There ends up being a real cost savings there.""One of the things I've always said is that content moderation of social media is not primarily about protecting people, it's about brand management," she told Futurism. "It's about the platform managing its brand in order to make the most hospitable environment for advertisers."Sometimes these corporate priorities line up with progressive causes, like LGBTQ user safety or voter registration. But when they don't, Roberts notes, "dollars are dollars.""We are looking at multibillion-dollar companies, the most capitalized companies in the world, who have operated with impunity for many, many years," she said. "How do you convince them that they should care, when other powerful sectors are telling them the opposite?"Share This Article #you #thought #facebook #was #toxic
    FUTURISM.COM
    If You Thought Facebook Was Toxic Already, Now It's Replacing Its Human Moderators with AI
    Few companies in the history of capitalism have amassed as much wealth and influence as Meta.A global superpower in the information space, Meta — the parent company of Facebook, Instagram, WhatsApp, and Threads — has a market cap of $1.68 trillion at the time of writing, which for a rough sense of scale is more than the gross domestic product of Spain.In spite of its immense influence, none of its internal algorithms can be scrutinized by public watchdogs. Its host country, the United States, has largely turned a blind eye to its dealings in exchange for free use of Meta's vast surveillance capabilities.That lack of oversight coupled with Meta's near-omnipresence as a social utility has had devastating consequences throughout the world, manifesting in crises like the genocide of Muslims in Myanmar, or the systemic suppression of Palestinian rights organizations.How do you uncover the harms caused by one of the most powerful companies on earth? In the case of public violence, the evidence isn't hard to trace. However, Meta's unprecedented corporate dynasty also creates less obvious harms, which scores of scholars, researchers, and journalists are devoting entire careers to uncovering.One prominent group of said investigators is GLAAD, the Gay & Lesbian Alliance Against Defamation, which recently released its annual report on social media safety, privacy, and expression for LGBTQ people.The report notes that Meta has undergone a "particularly extreme" ideological shift over the past year, adding harmful exceptions to its content moderation policies while disproportionately suppressing LGBTQ users and their content. The tech giant has also failed to give LGBTQ users sovereignty over their own personal data, which it collects, analyzes, and wields to generate huge profits.While Meta collects all of our data — from which it draws over 95 percent of its revenue — the practice is particularly harmful to LGBTQ users, who then have to contend with algorithmic biases, non-consensual outing, harassment, and in some countries state oppression."It's a dangerous time, certainly for trans people, who as a minority have been so ridiculously maligned, but also a dangerous time for gay people, openly bi[sexual] people, people who are different in any way," says Sarah Roberts, a UCLA professor and Director of the Center for Critical Internet Inquiry.To address these shortcomings and the dangers they introduce, GLAAD made a number of recommendations. One key suggestion was to improve moderation "by providing training for all content moderators focused on LGBTQ safety, privacy and expression." The media advocacy group doesn't mince words, adding that "AI systems should be used to flag for human review, not for automated removals."However, it doesn't look like Meta got the message.Weeks after GLAAD issued its findings, internal Meta documents leaked to NPR revealed the company's plan to hand 90 percent of its privacy and integrity reviews over to "artificial intelligence."This will impact nearly every new feature introduced to its platforms, where human moderators would typically evaluate new features for risks to privacy and safety, and the wellbeing of user groups like minors, immigrants, and LGBTQ people.Meta's internal risk assessment is an already opaque process, and Roberts notes that government attempts at risk oversight, like the EU's Digital Services Act, are likewise a labyrinth of filings which are largely dictated by the social media companies themselves. AI, chock full of biases and prone to errors — as admitted by Meta's own AI chief — is certain to make the situation even worse.Earlier this week, meanwhile, the Wall Street Journal revealed Meta's plans to fully automate advertising via the company's generative AI software, which will allow advertisers to "fully create and target ads" directly, with no human in the loop.This includes hyper-personalized ads, writes the WSJ, "so that users see different versions of the same ad in real time, based on factors such as geolocation."Data hoarders like Meta — which track you even when you're not using its platforms — have long been able to profile LGBTQ users based on gender identify and sexual orientation, including those who aren't publicly out.Removing any human from these already sinister practices serves to streamline operations and distance Meta from its own actions — "we didn't out gay users living under an oppressive government," the company can say, "even if our AI did." It's no coincidence that Meta had already disbanded its "Responsible AI" team as early as 2023.At the root of these decisions — Meta CEO Mark Zuckerberg's right wing turn notwithstanding — is the calculated drive to maximize revenue."If there's no reason to rigorously moderate harmful content, then why pay so many content moderators? Why engage researchers to look into the circulation of this kind of content?" observes Roberts. "There ends up being a real cost savings there.""One of the things I've always said is that content moderation of social media is not primarily about protecting people, it's about brand management," she told Futurism. "It's about the platform managing its brand in order to make the most hospitable environment for advertisers."Sometimes these corporate priorities line up with progressive causes, like LGBTQ user safety or voter registration. But when they don't, Roberts notes, "dollars are dollars.""We are looking at multibillion-dollar companies, the most capitalized companies in the world, who have operated with impunity for many, many years," she said. "How do you convince them that they should care, when other powerful sectors are telling them the opposite?"Share This Article
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  • Nobody understands gambling, especially in video games

    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
    #nobody #understands #gambling #especially #video
    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More: #nobody #understands #gambling #especially #video
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    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of $4.99, and it’s $9.99 on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling (including real or simulated gambling)”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made $1,000,000 in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals (who are bank robbers).It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based (they didn’t have flippers), and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of $66.5 billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was $60.5 billion. It went up $6 billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting $6 billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe $150 on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smoking (of course, the candy is still available — just without the “cigarette” branding.)So while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated $1.1 trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised $6 million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
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  • The 2-year hunt for ‘one of the rarest games in history’

    Cosmology of Kyoto is a first-person horror exploration game where players navigate a deeply haunted yet surprisingly educational terrain. Originally released in 1993, Cosmology of Kyoto and its disturbing depictions of suffering have since become a cult classic. Roger Ebert, known hater, loved the game so much that he spent weeks playing it. Despite its acclaim, though, the game was a commercial failure and never got a sequel. At least, that’s what many people believed until now.

    In 2023, a game called TRIPITAKA 玄奘三蔵求法の旅 was listed on Yahoo Japan. The game was sold for to an unknown party who, despite embarking on a bidding war that culminated in hundreds of dollars, didn’t really share anything publicly about it. The transaction was originally noticed by Mark Buckner, who brought it up in a discussion between fans about the original eerie Japanese game.

    Though diehard aficionados had a suspicion that the Cosmology developers had considered a follow-up, concrete evidence of it was scant. The only apparent mention of a sequel lied in the resumes of two Cosmology producers, Hiroshi Ōnishi and Mori Kōichi. Fans also spotted mention of it in an old website for a 1999 museum exhibition on the Silk Road. Though it was a work of fiction, Cosmology was rooted in the history of 10th century Japan and provided players with an in-game encyclopedia. It would make sense for a potential sequel to have enough an educational focus worthy of a museum exhibition.

    Despite these rumblings, it was unclear if the game had ever been published, or how far into production it got. Knowledge of the auction prompted video game academic Bruno de Figueiredo to track down the auction winner. The hope was that whoever bought it might share a copy of the game online. After all, up until this point, few knew what this game was and its mere existence lay in doubt. But if it did exist, then it was obviously significant from a historical perspective. Fans would be eager to play it.

    But getting collectors to share copies of rare games is tricky. If a game is widely accessible, then it’s no longer rare. Holding on to a copy ensures that it retains its aura as a prized possession. Hoarding also means that the value of a game won’t drop — in fact, it might rise. Not all collectors see their possessions as commodities, though. Holding on to a culturally significant game might be motivated by the desire to preserve it for future generations, which is relevant in instances where a copy of a game is still sealed. Uploading a game that you did not develop is also likely to be legally dubious.

    In this case, the owner declined to share the game in a form that others could play. The collector did however upload an hour’s worth of footage on YouTube. The game was called TRIPITAKA, and though it did not outright classify itself as a sequel, the art style, historical focus, and slightly unnerving vibe placed TRIPITAKA in a similar realm as Cosmology of Kyoto. Fans considered it a spiritual successor. Cosmology itself had been developed with the help of Japanese museums.

    For some, it was enough to get more of a game they loved. Even if they couldn’t personally control the gameplay, the TRIPITAKA video was lengthy enough to give a sense of what the experience would be like. Others were enraged: Couldn’t the collector see how important this game was?

    “I cannot understate just how disgusted I am that this piece of culture and artisn’t being preserved and spread for the enjoyment of others,” one commenter on YouTube wrote. “Shame on you.”

    Undeterred by this roadblock, Bruno de Figueiredo continued his pursuit of TRIPITAKA. In 2025, his efforts bore fruit. On X, the expert on obscure Japanese games revealed that he had finally convinced the collector to share the game online after “years of appeals.” Figueiredo has since uploaded a playable ISO of the game online alongside a full three-hour playthrough of a game that had once been considered lost media.

    Figuerido did not respond to a request for comment. In a blog post, he emphasized the significance of this find by stating that “the importance of this footage could hardly be overstated.”

    He continued:

    I am delighted to have played a minor role in the unraveling of this thirty year old mystery, and can hardly contain my enthusiasm, as I now find myself equipped with sufficient information to produce a full post concerning a game about which I could not have written more than a sentence, just last year.

    Figuerido refers to TRIPITAKA as one of the rarest games ever made, and it’s true inasmuch as there appears to be only one known copy of it. Value and rarity are also fluid concepts that are ultimately determined by interested audiences. At the same time, TRIPITAKA’s fate and availability is shockingly ordinary when you consider how poorly the gaming industry preserves its own history. If the lack of care is evident with significant games that have arguable merit, it’s doubly true for average games. This is how a game with mixed reviews from twenty years ago suddenly starts commanding hundreds of dollars on resale sites; the scarcity happens because nobody felt a game was worth holding on to.

    “There are many extremely raregames for personal computers which, unlike consoles, don’t have any central control over who can publish a game, or what the minimum number of manufactured units needs to be,” says Frank Cifaldi, founder of the Video Game History foundation, a nonprofit dedicated to preserving video games. Cifaldi notes that games in the 80s and 90s in particular, some of which were self-published and never got widespread circulation to begin with, are particularly prone to the type of obscurity that can lead to only a single copy of a game.

    “I would further suspect that there were many games and multimedia objects from Japan during this era that are just as rare, but we don’t hear about them because of their lack of historical significance in the West,” Cifaldi says. “I would bet good money that if you surveyed the collection at the Game Preservation Society in Japan, you’d come up with dozens of ‘only known copies’ of 1980s microcomputer games.”
    #2year #hunt #one #rarest #games
    The 2-year hunt for ‘one of the rarest games in history’
    Cosmology of Kyoto is a first-person horror exploration game where players navigate a deeply haunted yet surprisingly educational terrain. Originally released in 1993, Cosmology of Kyoto and its disturbing depictions of suffering have since become a cult classic. Roger Ebert, known hater, loved the game so much that he spent weeks playing it. Despite its acclaim, though, the game was a commercial failure and never got a sequel. At least, that’s what many people believed until now. In 2023, a game called TRIPITAKA 玄奘三蔵求法の旅 was listed on Yahoo Japan. The game was sold for to an unknown party who, despite embarking on a bidding war that culminated in hundreds of dollars, didn’t really share anything publicly about it. The transaction was originally noticed by Mark Buckner, who brought it up in a discussion between fans about the original eerie Japanese game. Though diehard aficionados had a suspicion that the Cosmology developers had considered a follow-up, concrete evidence of it was scant. The only apparent mention of a sequel lied in the resumes of two Cosmology producers, Hiroshi Ōnishi and Mori Kōichi. Fans also spotted mention of it in an old website for a 1999 museum exhibition on the Silk Road. Though it was a work of fiction, Cosmology was rooted in the history of 10th century Japan and provided players with an in-game encyclopedia. It would make sense for a potential sequel to have enough an educational focus worthy of a museum exhibition. Despite these rumblings, it was unclear if the game had ever been published, or how far into production it got. Knowledge of the auction prompted video game academic Bruno de Figueiredo to track down the auction winner. The hope was that whoever bought it might share a copy of the game online. After all, up until this point, few knew what this game was and its mere existence lay in doubt. But if it did exist, then it was obviously significant from a historical perspective. Fans would be eager to play it. But getting collectors to share copies of rare games is tricky. If a game is widely accessible, then it’s no longer rare. Holding on to a copy ensures that it retains its aura as a prized possession. Hoarding also means that the value of a game won’t drop — in fact, it might rise. Not all collectors see their possessions as commodities, though. Holding on to a culturally significant game might be motivated by the desire to preserve it for future generations, which is relevant in instances where a copy of a game is still sealed. Uploading a game that you did not develop is also likely to be legally dubious. In this case, the owner declined to share the game in a form that others could play. The collector did however upload an hour’s worth of footage on YouTube. The game was called TRIPITAKA, and though it did not outright classify itself as a sequel, the art style, historical focus, and slightly unnerving vibe placed TRIPITAKA in a similar realm as Cosmology of Kyoto. Fans considered it a spiritual successor. Cosmology itself had been developed with the help of Japanese museums. For some, it was enough to get more of a game they loved. Even if they couldn’t personally control the gameplay, the TRIPITAKA video was lengthy enough to give a sense of what the experience would be like. Others were enraged: Couldn’t the collector see how important this game was? “I cannot understate just how disgusted I am that this piece of culture and artisn’t being preserved and spread for the enjoyment of others,” one commenter on YouTube wrote. “Shame on you.” Undeterred by this roadblock, Bruno de Figueiredo continued his pursuit of TRIPITAKA. In 2025, his efforts bore fruit. On X, the expert on obscure Japanese games revealed that he had finally convinced the collector to share the game online after “years of appeals.” Figueiredo has since uploaded a playable ISO of the game online alongside a full three-hour playthrough of a game that had once been considered lost media. Figuerido did not respond to a request for comment. In a blog post, he emphasized the significance of this find by stating that “the importance of this footage could hardly be overstated.” He continued: I am delighted to have played a minor role in the unraveling of this thirty year old mystery, and can hardly contain my enthusiasm, as I now find myself equipped with sufficient information to produce a full post concerning a game about which I could not have written more than a sentence, just last year. Figuerido refers to TRIPITAKA as one of the rarest games ever made, and it’s true inasmuch as there appears to be only one known copy of it. Value and rarity are also fluid concepts that are ultimately determined by interested audiences. At the same time, TRIPITAKA’s fate and availability is shockingly ordinary when you consider how poorly the gaming industry preserves its own history. If the lack of care is evident with significant games that have arguable merit, it’s doubly true for average games. This is how a game with mixed reviews from twenty years ago suddenly starts commanding hundreds of dollars on resale sites; the scarcity happens because nobody felt a game was worth holding on to. “There are many extremely raregames for personal computers which, unlike consoles, don’t have any central control over who can publish a game, or what the minimum number of manufactured units needs to be,” says Frank Cifaldi, founder of the Video Game History foundation, a nonprofit dedicated to preserving video games. Cifaldi notes that games in the 80s and 90s in particular, some of which were self-published and never got widespread circulation to begin with, are particularly prone to the type of obscurity that can lead to only a single copy of a game. “I would further suspect that there were many games and multimedia objects from Japan during this era that are just as rare, but we don’t hear about them because of their lack of historical significance in the West,” Cifaldi says. “I would bet good money that if you surveyed the collection at the Game Preservation Society in Japan, you’d come up with dozens of ‘only known copies’ of 1980s microcomputer games.” #2year #hunt #one #rarest #games
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    The 2-year hunt for ‘one of the rarest games in history’
    Cosmology of Kyoto is a first-person horror exploration game where players navigate a deeply haunted yet surprisingly educational terrain. Originally released in 1993, Cosmology of Kyoto and its disturbing depictions of suffering have since become a cult classic. Roger Ebert, known hater, loved the game so much that he spent weeks playing it. Despite its acclaim, though, the game was a commercial failure and never got a sequel. At least, that’s what many people believed until now. In 2023, a game called TRIPITAKA 玄奘三蔵求法の旅 was listed on Yahoo Japan. The game was sold for $300 to an unknown party who, despite embarking on a bidding war that culminated in hundreds of dollars, didn’t really share anything publicly about it. The transaction was originally noticed by Mark Buckner, who brought it up in a discussion between fans about the original eerie Japanese game. Though diehard aficionados had a suspicion that the Cosmology developers had considered a follow-up, concrete evidence of it was scant. The only apparent mention of a sequel lied in the resumes of two Cosmology producers, Hiroshi Ōnishi and Mori Kōichi. Fans also spotted mention of it in an old website for a 1999 museum exhibition on the Silk Road. Though it was a work of fiction, Cosmology was rooted in the history of 10th century Japan and provided players with an in-game encyclopedia. It would make sense for a potential sequel to have enough an educational focus worthy of a museum exhibition. Despite these rumblings, it was unclear if the game had ever been published, or how far into production it got. Knowledge of the auction prompted video game academic Bruno de Figueiredo to track down the auction winner. The hope was that whoever bought it might share a copy of the game online. After all, up until this point, few knew what this game was and its mere existence lay in doubt. But if it did exist, then it was obviously significant from a historical perspective. Fans would be eager to play it. But getting collectors to share copies of rare games is tricky. If a game is widely accessible, then it’s no longer rare. Holding on to a copy ensures that it retains its aura as a prized possession. Hoarding also means that the value of a game won’t drop — in fact, it might rise. Not all collectors see their possessions as commodities, though. Holding on to a culturally significant game might be motivated by the desire to preserve it for future generations, which is relevant in instances where a copy of a game is still sealed. Uploading a game that you did not develop is also likely to be legally dubious. In this case, the owner declined to share the game in a form that others could play. The collector did however upload an hour’s worth of footage on YouTube. The game was called TRIPITAKA, and though it did not outright classify itself as a sequel, the art style, historical focus, and slightly unnerving vibe placed TRIPITAKA in a similar realm as Cosmology of Kyoto. Fans considered it a spiritual successor. Cosmology itself had been developed with the help of Japanese museums. For some, it was enough to get more of a game they loved. Even if they couldn’t personally control the gameplay, the TRIPITAKA video was lengthy enough to give a sense of what the experience would be like. Others were enraged: Couldn’t the collector see how important this game was? “I cannot understate just how disgusted I am that this piece of culture and art (that I am a huge fan of) isn’t being preserved and spread for the enjoyment of others,” one commenter on YouTube wrote. “Shame on you.” Undeterred by this roadblock, Bruno de Figueiredo continued his pursuit of TRIPITAKA. In 2025, his efforts bore fruit. On X, the expert on obscure Japanese games revealed that he had finally convinced the collector to share the game online after “years of appeals.” Figueiredo has since uploaded a playable ISO of the game online alongside a full three-hour playthrough of a game that had once been considered lost media. Figuerido did not respond to a request for comment. In a blog post, he emphasized the significance of this find by stating that “the importance of this footage could hardly be overstated.” He continued: I am delighted to have played a minor role in the unraveling of this thirty year old mystery, and can hardly contain my enthusiasm, as I now find myself equipped with sufficient information to produce a full post concerning a game about which I could not have written more than a sentence, just last year. Figuerido refers to TRIPITAKA as one of the rarest games ever made, and it’s true inasmuch as there appears to be only one known copy of it. Value and rarity are also fluid concepts that are ultimately determined by interested audiences. At the same time, TRIPITAKA’s fate and availability is shockingly ordinary when you consider how poorly the gaming industry preserves its own history. If the lack of care is evident with significant games that have arguable merit, it’s doubly true for average games. This is how a game with mixed reviews from twenty years ago suddenly starts commanding hundreds of dollars on resale sites; the scarcity happens because nobody felt a game was worth holding on to. “There are many extremely rare (and even lost) games for personal computers which, unlike consoles, don’t have any central control over who can publish a game, or what the minimum number of manufactured units needs to be,” says Frank Cifaldi, founder of the Video Game History foundation, a nonprofit dedicated to preserving video games. Cifaldi notes that games in the 80s and 90s in particular, some of which were self-published and never got widespread circulation to begin with, are particularly prone to the type of obscurity that can lead to only a single copy of a game. “I would further suspect that there were many games and multimedia objects from Japan during this era that are just as rare, but we don’t hear about them because of their lack of historical significance in the West,” Cifaldi says. “I would bet good money that if you surveyed the collection at the Game Preservation Society in Japan, you’d come up with dozens of ‘only known copies’ of 1980s microcomputer games.”
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