• Ah, California! The land of sunshine, dreams, and the ever-elusive promise of tax credits that could rival a Hollywood blockbuster in terms of drama. Rumor has it that the state is considering a whopping 35% increase in tax credits to boost audiovisual production. Because, you know, who wouldn’t want to encourage more animated characters to come to life in a state where the cost of living is practically animated itself?

    Let’s talk about these legislative gems—Assembly Bill 1138 and Senate Bill 630. Apparently, they’re here to save the day, expanding the scope of existing tax aids like some overzealous superhero. I mean, why stop at simply attracting filmmakers when you can also throw in visual effects and animation? It’s like giving a kid a whole candy store instead of a single lollipop. Who can say no to that?

    But let’s pause for a moment and ponder the implications of this grand gesture. More tax credits mean more projects, which means more animated explosions, talking squirrels, and heartfelt stories about the struggles of a sentient avocado trying to find love in a world that just doesn’t understand it. Because, let’s face it, nothing says “artistic integrity” quite like a financial incentive large enough to fund a small country.

    And what do we have to thank for this potential windfall? Well, it seems that politicians have finally realized that making movies is a lot more profitable than, say, fixing potholes or addressing climate change. Who knew? Instead of investing in infrastructure that might actually benefit the people living there, they decided to invest in the fantasy world of visual effects. Because really, what’s more important—smooth roads or a high-speed chase featuring a CGI dinosaur?

    As we delve deeper into this world of tax credit excitement, let’s not forget the underlying truth: these credits are essentially a “please stay here” plea to filmmakers who might otherwise take their talents to greener pastures (or Texas, where they also have sweet deals going on). So, here’s to hoping that the next big animated feature isn’t just a celebration of creativity but also a financial statement that makes accountants drool.

    So get ready, folks! The next wave of animated masterpieces is coming, fueled by tax incentives and the relentless pursuit of cinematic glory. Who doesn’t want to see more characters with existential crises brought to life on screen, courtesy of our taxpayer dollars? Bravo, California! You’ve truly outdone yourself. Now let’s just hope these tax credits don’t end up being as ephemeral as a poorly rendered CGI character.

    #CaliforniaTaxCredits #Animation #VFX #Hollywood #TaxIncentives
    Ah, California! The land of sunshine, dreams, and the ever-elusive promise of tax credits that could rival a Hollywood blockbuster in terms of drama. Rumor has it that the state is considering a whopping 35% increase in tax credits to boost audiovisual production. Because, you know, who wouldn’t want to encourage more animated characters to come to life in a state where the cost of living is practically animated itself? Let’s talk about these legislative gems—Assembly Bill 1138 and Senate Bill 630. Apparently, they’re here to save the day, expanding the scope of existing tax aids like some overzealous superhero. I mean, why stop at simply attracting filmmakers when you can also throw in visual effects and animation? It’s like giving a kid a whole candy store instead of a single lollipop. Who can say no to that? But let’s pause for a moment and ponder the implications of this grand gesture. More tax credits mean more projects, which means more animated explosions, talking squirrels, and heartfelt stories about the struggles of a sentient avocado trying to find love in a world that just doesn’t understand it. Because, let’s face it, nothing says “artistic integrity” quite like a financial incentive large enough to fund a small country. And what do we have to thank for this potential windfall? Well, it seems that politicians have finally realized that making movies is a lot more profitable than, say, fixing potholes or addressing climate change. Who knew? Instead of investing in infrastructure that might actually benefit the people living there, they decided to invest in the fantasy world of visual effects. Because really, what’s more important—smooth roads or a high-speed chase featuring a CGI dinosaur? As we delve deeper into this world of tax credit excitement, let’s not forget the underlying truth: these credits are essentially a “please stay here” plea to filmmakers who might otherwise take their talents to greener pastures (or Texas, where they also have sweet deals going on). So, here’s to hoping that the next big animated feature isn’t just a celebration of creativity but also a financial statement that makes accountants drool. So get ready, folks! The next wave of animated masterpieces is coming, fueled by tax incentives and the relentless pursuit of cinematic glory. Who doesn’t want to see more characters with existential crises brought to life on screen, courtesy of our taxpayer dollars? Bravo, California! You’ve truly outdone yourself. Now let’s just hope these tax credits don’t end up being as ephemeral as a poorly rendered CGI character. #CaliforniaTaxCredits #Animation #VFX #Hollywood #TaxIncentives
    Bientôt 35% de crédits d’impôts en Californie ? Impact à prévoir sur l’animation et les VFX
    La Californie pourrait augmenter ses crédits d’impôt pour favoriser la production audiovisuelle. Une évolution qui aurait aussi un impact sur les effets visuels et l’animation.Deux projets législatifs (Assembly Bill 1138 & Senate Bill
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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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  • The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it

    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoftand Metato much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Applelaunched its first computer in 1976. Googleincorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act, the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office— Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/BloombergIt’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazonalso laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforceeliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilioslashed 22% of its workforce in 2023 alone. Shopifycut almost 30% of staff in 2022 and 2023. Coinbasereduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen.
    #hidden #time #bomb #tax #code
    The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it
    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoftand Metato much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Applelaunched its first computer in 1976. Googleincorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act, the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office— Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/BloombergIt’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazonalso laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforceeliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilioslashed 22% of its workforce in 2023 alone. Shopifycut almost 30% of staff in 2022 and 2023. Coinbasereduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen. #hidden #time #bomb #tax #code
    QZ.COM
    The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it
    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoft (MSFT) and Meta (META) to much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Apple (AAPL) launched its first computer in 1976. Google (GOOGL) incorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act (TCJA), the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office (CBO) — Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/Bloomberg (Getty Images)It’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazon (AMZN) also laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforce (CRM) eliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilio (TWLO) slashed 22% of its workforce in 2023 alone. Shopify (SHOP) (headquartered in Canada but with much of its R&D teams in the U.S.) cut almost 30% of staff in 2022 and 2023. Coinbase (COIN) reduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about $500 billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen.
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  • Inside The AI-Powered Modeling Agency Boom — And What Comes Next

    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty
    The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out.

    In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate.

    That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale.

    FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process.

    As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.”
    That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place?
    Automation In Digital Model Agencies
    To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators.
    These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.”

    That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds.
    Tyron Humphris, founder of FanProFanPro
    But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.”
    And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents.
    FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation.
    A Necessary Human Touch
    Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty.
    A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand.
    Humphris doesn’t disagree.
    “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.”
    Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire.
    Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success.
    What’s Working — And What’s Not
    Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows.
    But not all reactions have been positive.
    In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn.
    As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it.
    Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted.
    Automation In The New Era
    FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies.
    Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses.
    As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place.
    “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.”
    #inside #aipowered #modeling #agency #boom
    Inside The AI-Powered Modeling Agency Boom — And What Comes Next
    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out. In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate. That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale. FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process. As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.” That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place? Automation In Digital Model Agencies To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators. These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.” That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds. Tyron Humphris, founder of FanProFanPro But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.” And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents. FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation. A Necessary Human Touch Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty. A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand. Humphris doesn’t disagree. “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.” Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire. Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success. What’s Working — And What’s Not Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows. But not all reactions have been positive. In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn. As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it. Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted. Automation In The New Era FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies. Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses. As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place. “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.” #inside #aipowered #modeling #agency #boom
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    Inside The AI-Powered Modeling Agency Boom — And What Comes Next
    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out. In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate. That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale. FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached $1 million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process. As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.” That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place? Automation In Digital Model Agencies To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators. These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.” That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds. Tyron Humphris, founder of FanProFanPro But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.” And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents. FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation. A Necessary Human Touch Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty. A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand. Humphris doesn’t disagree. “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.” Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire. Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success. What’s Working — And What’s Not Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows. But not all reactions have been positive. In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn. As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it. Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted. Automation In The New Era FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies. Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses. As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place. “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.”
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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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  • TSMC's 2nm wafer prices hit $30,000 as SRAM yields reportedly hit 90%

    In context: TSMC has steadily raised the prices of its most advanced semiconductor process nodes over the past several years – so much so that one analysis suggests the cost per transistor hasn't decreased in over a decade. Further price hikes, driven by tariffs and rising development costs, are reinforcing the notion that Moore's Law is truly dead.
    The Commercial Times reports that TSMC's upcoming N2 2nm semiconductors will cost per wafer, a roughly 66% increase over the company's 3nm chips. Future nodes are expected to be even more expensive and likely reserved for the largest manufacturers.
    TSMC has justified these price increases by citing the massive cost of building 2nm fabrication plants, which can reach up to million. According to United Daily News, major players such as Apple, AMD, Qualcomm, Broadcom, and Nvidia are expected to place orders before the end of the year despite the higher prices, potentially bringing TSMC's 2nm Arizona fab to full capacity.
    Also see: How profitable are TSMC's nodes: crunching the numbers
    Unsurprisingly, Apple is getting first dibs. The A20 processor in next year's iPhone 18 Pro is expected to be the first chip based on TSMC's N2 process. Intel's Nova Lake processors, targeting desktops and possibly high-end laptops, are also slated to use N2 and are expected to launch next year.
    Earlier reports indicated that yield rates for TSMC's 2nm process reached 60% last year and have since improved. New data suggests that 256Mb SRAM yield rates now exceed 90%. Trial production is likely already underway, with mass production scheduled to begin later this year.
    // Related Stories

    With tape-outs for 2nm-based designs surpassing previous nodes at the same development stage, TSMC aims to produce tens of thousands of wafers by the end of 2025.

    TSMC also plans to follow N2 with N2P and N2X in the second half of next year. N2P is expected to offer an 18% performance boost over N3E at the same power level and 36% greater energy efficiency at the same speed, along with significantly higher logic density. N2X, slated for mass production in 2027, will increase maximum clock frequencies by 10%.
    As semiconductor geometries continue to shrink, power leakage becomes a major concern. TSMC's 2nm nodes will address this issue with gate-all-aroundtransistor architectures, enabling more precise control of electrical currents.
    Beyond 2nm lies the Angstrom era, where TSMC will implement backside power delivery to further enhance performance. Future process nodes like A16and A14could cost up to per wafer.
    Meanwhile, Intel is aiming to outpace TSMC's roadmap. The company recently began risk production of its A18 node, which also features gate-all-around and backside power delivery. These chips are expected to debut later this year in Intel's upcoming laptop CPUs, codenamed Panther Lake.
    #tsmc039s #2nm #wafer #prices #hit
    TSMC's 2nm wafer prices hit $30,000 as SRAM yields reportedly hit 90%
    In context: TSMC has steadily raised the prices of its most advanced semiconductor process nodes over the past several years – so much so that one analysis suggests the cost per transistor hasn't decreased in over a decade. Further price hikes, driven by tariffs and rising development costs, are reinforcing the notion that Moore's Law is truly dead. The Commercial Times reports that TSMC's upcoming N2 2nm semiconductors will cost per wafer, a roughly 66% increase over the company's 3nm chips. Future nodes are expected to be even more expensive and likely reserved for the largest manufacturers. TSMC has justified these price increases by citing the massive cost of building 2nm fabrication plants, which can reach up to million. According to United Daily News, major players such as Apple, AMD, Qualcomm, Broadcom, and Nvidia are expected to place orders before the end of the year despite the higher prices, potentially bringing TSMC's 2nm Arizona fab to full capacity. Also see: How profitable are TSMC's nodes: crunching the numbers Unsurprisingly, Apple is getting first dibs. The A20 processor in next year's iPhone 18 Pro is expected to be the first chip based on TSMC's N2 process. Intel's Nova Lake processors, targeting desktops and possibly high-end laptops, are also slated to use N2 and are expected to launch next year. Earlier reports indicated that yield rates for TSMC's 2nm process reached 60% last year and have since improved. New data suggests that 256Mb SRAM yield rates now exceed 90%. Trial production is likely already underway, with mass production scheduled to begin later this year. // Related Stories With tape-outs for 2nm-based designs surpassing previous nodes at the same development stage, TSMC aims to produce tens of thousands of wafers by the end of 2025. TSMC also plans to follow N2 with N2P and N2X in the second half of next year. N2P is expected to offer an 18% performance boost over N3E at the same power level and 36% greater energy efficiency at the same speed, along with significantly higher logic density. N2X, slated for mass production in 2027, will increase maximum clock frequencies by 10%. As semiconductor geometries continue to shrink, power leakage becomes a major concern. TSMC's 2nm nodes will address this issue with gate-all-aroundtransistor architectures, enabling more precise control of electrical currents. Beyond 2nm lies the Angstrom era, where TSMC will implement backside power delivery to further enhance performance. Future process nodes like A16and A14could cost up to per wafer. Meanwhile, Intel is aiming to outpace TSMC's roadmap. The company recently began risk production of its A18 node, which also features gate-all-around and backside power delivery. These chips are expected to debut later this year in Intel's upcoming laptop CPUs, codenamed Panther Lake. #tsmc039s #2nm #wafer #prices #hit
    WWW.TECHSPOT.COM
    TSMC's 2nm wafer prices hit $30,000 as SRAM yields reportedly hit 90%
    In context: TSMC has steadily raised the prices of its most advanced semiconductor process nodes over the past several years – so much so that one analysis suggests the cost per transistor hasn't decreased in over a decade. Further price hikes, driven by tariffs and rising development costs, are reinforcing the notion that Moore's Law is truly dead. The Commercial Times reports that TSMC's upcoming N2 2nm semiconductors will cost $30,000 per wafer, a roughly 66% increase over the company's 3nm chips. Future nodes are expected to be even more expensive and likely reserved for the largest manufacturers. TSMC has justified these price increases by citing the massive cost of building 2nm fabrication plants, which can reach up to $725 million. According to United Daily News, major players such as Apple, AMD, Qualcomm, Broadcom, and Nvidia are expected to place orders before the end of the year despite the higher prices, potentially bringing TSMC's 2nm Arizona fab to full capacity. Also see: How profitable are TSMC's nodes: crunching the numbers Unsurprisingly, Apple is getting first dibs. The A20 processor in next year's iPhone 18 Pro is expected to be the first chip based on TSMC's N2 process. Intel's Nova Lake processors, targeting desktops and possibly high-end laptops, are also slated to use N2 and are expected to launch next year. Earlier reports indicated that yield rates for TSMC's 2nm process reached 60% last year and have since improved. New data suggests that 256Mb SRAM yield rates now exceed 90%. Trial production is likely already underway, with mass production scheduled to begin later this year. // Related Stories With tape-outs for 2nm-based designs surpassing previous nodes at the same development stage, TSMC aims to produce tens of thousands of wafers by the end of 2025. TSMC also plans to follow N2 with N2P and N2X in the second half of next year. N2P is expected to offer an 18% performance boost over N3E at the same power level and 36% greater energy efficiency at the same speed, along with significantly higher logic density. N2X, slated for mass production in 2027, will increase maximum clock frequencies by 10%. As semiconductor geometries continue to shrink, power leakage becomes a major concern. TSMC's 2nm nodes will address this issue with gate-all-around (GAA) transistor architectures, enabling more precise control of electrical currents. Beyond 2nm lies the Angstrom era, where TSMC will implement backside power delivery to further enhance performance. Future process nodes like A16 (1.6nm) and A14 (1.4nm) could cost up to $45,000 per wafer. Meanwhile, Intel is aiming to outpace TSMC's roadmap. The company recently began risk production of its A18 node, which also features gate-all-around and backside power delivery. These chips are expected to debut later this year in Intel's upcoming laptop CPUs, codenamed Panther Lake.
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