Video games in the Free2Play niche inherited a lot of slot machine and casino gamification mechanics. Now even proper video games of the triple-A full prize segment $70 come with "loot boxes", helix points, DLCs, trading cards, always-online that unnerves the greater audience but a few (rich) noobs (so called "whales") get sucked/addicted in and pay tausends of dollars for virtual goods additionally to the full prize game. Former sound gameplay mechanic got changed and dumped down to incorporate the gamification mechanics into proper full prize games, where formerly skill played a major role, it's now "invested time" to play ("grind") or to pay real money for shortcuts, to reduce the time to collect the virtual currency. Games like Forza 7, Assassin's Creed Origin, Diablo 3, NBA 2k17, and many more from big publishers feature such addictive gambling slot machine mechanics.
Video game industry is pushing these tactics to new heights with loot box gamification, even better the target consumers are young, mentally underdeveloped children who are much easier to addict to gambling. It's beyond evil and should be regulated immediately, China/Japan have had regulations about this for years already. America leading the way in letting businesses exploit underage consumers, encouraging addictions to gambling for profit.
Loot boxes have reached a new low with Forza 7’s “pay to earn” option: https://arstechnica.com/gaming/2017/09/loot-boxes-have-reach...
Loot boxes in video games will soon get a review flag from OpenCritic: https://arstechnica.com/gaming/2017/10/loot-boxes-in-video-g...
China will force games with loot boxes to publicly expose their drop rates and probabilities: https://www.vg247.com/2016/12/08/china-will-force-games-with...
UK Government Responds to Loot Boxes as Gambling Petition: http://www.kotaku.co.uk/2017/10/19/uk-government-responds-to...