EA Sports is perhaps one of the biggest companies when it comes to video gaming in the current world. EA Sports has been one of the leading companies in the industry for quite some time now with popular sports video game series like EA Sports FC (formerly FIFA), Madden and NBA Live.
However, the company has been under a lot of criticism in the recent past particularly on the aspect of in-game purchases mostly in the Football Ultimate Team (FUT). EA FC has been using in-game purchases which has been described as gambling, and there have been concerns on the ethical and legal issues in various parts of the world.
The purpose of this article is to explore the similarities between the virtual casino model of EA Sports and real-life gambling, and the implications for players, the gaming industry and the public.
The Rise of In-Game Purchases: A New Revenue Model for EA Sports
EA Sports has taken microtransactions to the next level, especially through the incorporation of the FUT. Originally, in-game purchases were brought into the game to enhance the players’ experience, but today they have become an additional source of revenue, generating billions of dollars. People buy virtual packs so that they can attempt to get better and more unique players and craft their perfect teams.
This shift from the model of one-time payment to the model of continuous spending has affected the gaming industry and made in-game purchases an essential part of EA Sports’ business plan.
The Procedures of Virtual Packs
FUT has been one of the most liked modes of the game in the EA Sports FC series and this has been following the fun it offers to the players. They have to form teams by purchasing virtual packs; these are cards that contain players and these players have different ratings. The excitement comes in the fact that one might be able to obtain some high-value players which is like getting a good set of cards in a trading card game.
However, while the trading cards are physical, these virtual packs are not and have no real value. This way, the unpredictability of the rewards combined with the chance of obtaining a strong card pushes the players to buy more packs and, therefore, spend more money.
Loot Boxes and Virtual Packs: Is It Considered as a Form of Gambling?
Loot boxes and virtual packs have been associated with online casino gambling because they contain some level of chance. When a player purchases a pack, what he or she is doing is essentially taking a chance that the pack will contain that rare item that they seek. Like any other gambling, there are chances of winning and at the same time there are chances of losing and these may be very big.
This has been a problem among the regulators and there have been calls to classify the loot boxes as gambling. Others have either decided to regulate the use of loot boxes or completely ban them because of the harm that it brings to the players, particularly the children.
Psychological Triggers: EA FC and the Use of Uncertainty
EA FC’s in-game purchases are shaped by psychological factors that are almost similar to those in gambling activities. The joy of opening a virtual pack, the achievement of getting a special player card and the desire to get it again and again make the players spend their money. This psychological manipulation is rather dangerous as it can lead to the formation of addictions.
Game architecture seduces players in the pursuit of happiness through the desire of possessing specific items which can lead players to buy impulsively and, in some cases, develop some forms of addiction similar to gambling.
Should In Game Purchases Be Banned?
The problem of regulation of in-game purchases has become very relevant in the last few years. Critics argue that since in-game purchases are not clear and can cause people to become addicted, they should be controlled in the same way as gambling. Some countries have already implemented rules stating that the developers of games with loot boxes have to inform players what Rewards they can get in such boxes with certain probabilities.
Some have gone further and either banned them for minors or banned them altogether. The fear for the ethical issues that come with the issue especially when it comes to children has also added to the pressure that the parents want to have more control over the in-game purchases.
Examining the Likeness of FIFA’s Model to Traditional Gambling
FC’s in-game purchases are closely related to gambling but there is a difference between the two. Unlike the other gambling activities, the players are not putting their real-life money to stake in an attempt to earn more money. Instead, they are spending their money on the chance of acquiring virtual items that have no use in real life.
Nevertheless, the consequences on the psychological and emotional levels of placing a bet on a game of chance are quite similar. EA FC Ultimate Team and gambling both rely on the element of chance, and the players’ achievements that one can get in virtual packs as a reward are similar to gambling
The Negative on the Players
The in-game purchase can greatly affect players in the game. Especially in the young population, many people can be seen spending a lot of money on packs because they wish to get rare cards. It can become quite expensive as some players claim to have spent hundreds of dollars or even thousands of dollars on in-game purchases.
There is also an issue of people getting hooked on the game and buying more and more packs to get better items. Some people may develop a pathology of it, like they do with gambling and it affects their financial and psychological state.