Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

[flagged]


The game is rated as 'Mature 17+', and Steam has an age confirmation page before accessing the store page of the game. Are you expecting Valve to add ages verification based on ID like the new UK law to block all the kids?

I thought we had parents for you know, parenting. It shouldn't fall into a company to manage what a kid is doing when the product is not for kids.


It's not that simple. The real problem is that Valve allows items to be sold in markets outside of Valve's control which allows third party gambling websites to operate. And you guessed right, they basically don't care about your age. Valve of course knows this but won't do anything, because they make profits off all transactions happening in third party markets. Plus the whole professional CS tournament scene is sponsored by these predatory casinos. Coffeezilla did an in-depth piece on this: https://youtu.be/q58dLWjRTBE


> Plus the whole professional CS tournament scene is sponsored by these predatory casinos

I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.

The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.

The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.

(Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)


I think gambling came in more in later waves. The first wave of popularity (mostly StarCraft, LoL and fighting games) tended more towards funding from sponsors, and not gambling ones (red bull, monster energy, gaming peripheral makers, the game devs themselves, mobile games).


I don’t know much about lol or fighting games but the starcraft pro scene exploded after a gambling/match fixing scandal back in 2010! The first wave absolutely had this problem


They also pay insanely mor money than traditional companies like intel. Much of eSports is also Saudi owned now which have no qualms about gambling.


> I once had a glimpse behind the scenes of the online sports gambling industry (only for a few months—turns out that was my limit of how utterly disgusting an industry I could participate in and still, literally, sleep at night!) and it answered a question for me.

I worked in online gambling for about 10 years in the UK. I found how charities and local/national government worked far worse and I was far more frustrated with their attitudes.

e.g. I found an SQL Injection vulnerability with dynamic SQL in a large UK charity (I won't say which one). I reported this to my boss. He kinda just shrugged his shoulders. Similar attitudes were present in local government. The gambling industry was the complete opposite and took security very seriously.

What bothered me the most about charities and government was that on the outside they were giving the impression of having a virtuous purpose. Whereas the gambling sites didn't, it was simply "Try to win some cash".

As a former addict (alcohol), I don't have much sympathy for people that blame the companies for the problems of addicts. The problem ultimately lies with the individual. I was the one that choose to drink. The brewary, the bar, or the off-license never forced the drink down my throat. People choose to go to the casino, in the same way they choose to go to the bar.

> The question was: “How did professional gaming get so incredibly big so very fast?” Its quick rise seemed to me to have started well before the broad normalization and rise of gaming in mainstream pop culture, so had always seemed to me like the cart coming before the horse, and I’d never been able to figure out how or why it’d happened that way.

Many of the classic videos games were made to relieve you of change in Arcades. Nearby to where I live there are still classic seaside arcade. They still have machines similar to Sega Rally and Time Crisis there. Video gaming and quasi-gambling have been intertwined since the birth of the industry.

> The answer was gambling. Professional video gaming is all but completely a gambling industry. That’s where the money and promotion came from. Sponsorships, sure, but that’s secondary and would drop off to a large degree without the boost from gambling. And I mean gambling on the matches, not just sponsorship by gambling sites. It’s a betting industry.

This is all professional sports (even going back to long ago as the Roman Empire). There is nothing special about professional video gaming.

The industry saw that people were interested in watching matches between highly skilled people. Any form of entertainment/news/sports is bankrolled by advertising and/or gambling.

Many of these large events came out of more grass roots events like large lan parties. These were pretty big in the late 90s to early 2000s.

> (Online gambling’s also all wrapped up in right wing political money and funding right wing media[!] in, at least, the US, was another thing I learned that I hadn’t expected)

Gambling tends to attract the more profit orientated which roughly aligns with what is considered "right wing" (at least in the US). I found the industry to be pretty apolitical as a whole. Many of the C-suite and above seemed to be actually relatively left-wing at least in some view points. It was odd when the top executives were far at least on somethings far more to the left than I was.


> age confirmation page

You know this is meaningless.

> Are you expecting Valve to add ages verification based on ID like the new UK law to block all the kids?

An alternative would be not to run a gambling business. If that's too much to ask, then yeah, they probably should be required to exclude children.

> I thought we had parents for you know, parenting. It shouldn't fall into a company to manage what a kid is doing when the product is not for kids.

This implies that casinos (and liquor stores, and tobacconists, and so on) should be allowed to serve children.


Should 17-year-olds be gambling? They're still in high school, the high-tech excuse of blaming the parents while pocketing billions of dollars is odious and convincing a jury to slap these companies with tobacco industry levels of damage remains feasible.


Nope, just no. When you make billions you have another kind of responsibility, you can't just brush that off as a problem with parenting.

I'm willing to bet a lot of the young people struggling with gambing addictions started with loot boxes like the ones valve make a ton of money on.


Loot boxes in itself are the problem.

You can’t make a non-toxic free2play game.

People need to buy from stores like GoG and stop supporting f2p games at all.

Of course that’s never going to happen; an entire generation was raised on f2p


Free to play doesn't imply loot box or exploitative consumables. Any game with a fixed set of purchases is probably fine. Lots of season passes too.


You can make a non-toxic, high quality free to play game, e.g. Beyond All Reason. Of course there will be no marketing budget for that game so most people won't know it's there.


Ideally kids wouldn't be participating in real world transactions at all, and I'd love to see the numbers of how many were actually kids who directly went to gamble I stead of being pushed into it by streamers which is where I see it constantly.

> Now, thanks to a recent update from Valve, the latter is in a downward spiral, having lost 25% of its value — or $1.75 billion — overnight

The fact that they made this change to make these items far easier to simply earn should say a lot about the ethos of the company though.


The thing is Valve is clearly aware of the fact that it’s getting kids addicted to gambling. They have the data. It’s extremely ubiquitous. This has been an ongoing issue for a while and Valve has rightly been criticized for willfully getting kids addicted.

Yes the parents have a responsibility to look after their kids. But that doesn’t give Valve a free pass, particularly when they used dark patterns to appeal to children.


> Yes the parents have a responsibility to look after their kids.

How? Individual parents can't fight off predatory corporations entrenched in mainstream culture going after their kids. They need to make a go at Valve.

edit: Rereading, I guess that was kinda the point you were making?


I agree we should go after companies clearly engaging in profit-above-all, making societies and future generations worse from the start. Make them hurt, make them bleed bad, take tens % of their global revenue (not profit, thats easy to game).

But - parents are responsible too, more than anybody else. Gaming is generally bad for kids, physically and mentally. Come on, everybody who cares knows that for past 2 decades. Screens generally fuck up kids properly, the younger and more interactive the worse the result. Kids need tons of physical fun and tons of continuous social interaction in larger groups, doesnt matter what some echo chambers claim, 'digital skills' are not something your kid can anyhow miss on.

Its supremely easier to fuck off kids, leave me alone, my adult life is oh so hard already, here play some more, give me some break. Adults being glued to phones hard themselves. Results are what they are. Its called universally bad parenting, by psychologists and various experts for a reason. No sympathies for parents there, but I feel sorry for all those kids whose potential is squished into various anxieties and abysmal social behavior.

Talking all this and much more as parent of 2 small ones, luckily for them environment we are in is firmly agreeing with all above.


When you say easier to simply earn, I understand it as you think they do this to benefit their playerbase / users.

Yes, it says that they want a bigger cut of the sales when those items are sold. Not sad this hits the trading sites as that will also likely mean fewer will get scammed as they will stay in valves market, but saying valve is doing this for the users is crap, they do it for the profits, and maybe to stay under the radar of additional lawsuits regarding gambling laws around the world.


> The fact that they made this change to make these items far easier to simply earn should say a lot about the ethos of the company though.

Them letting it happen for literal decades while being highly aware of what they're doing says more about the ethos than this, in the grand scheme, tiny move. Don't get me wrong, me as a person who does not participate in any kind of this gray-area gambling has basically a lot of net positives from Steam and Valve. But this doesn't make them a pro-consumer company.

They're still greedy capitalists, and it shows in many different perspectives. They may be "better" to consumers than the average, but still.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: