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Gambler's fallacy
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====Video game players==== Several [[video game]]s feature the use of [[loot box]]es, a collection of in-game items awarded on opening with random contents set by rarity metrics, as a [[video game monetization|monetization]] scheme. Since around 2018, loot boxes have come under scrutiny from governments and advocates on the basis they are akin to gambling, particularly for games aimed at youth. Some games use a special "pity-timer" mechanism, that if the player has opened several loot boxes in a row without obtaining a high-rarity item, subsequent loot boxes will improve the odds of a higher-rate item drop. This is considered to feed into the gambler's fallacy since it reinforces the idea that a player will eventually obtain a high-rarity item (a win) after only receiving common items from a string of previous loot boxes.<ref>{{cite journal | last1 = Xiao | first1 = Leon Y. | first2 = Laura L. | last2 = Henderson | first3 = Yuhan | last3= Yang | first4= Philip W. S. | last4= Newall | title = Gaming the System: Suboptimal Compliance with Loot Box Probability Disclosure Regulations in China. | journal = [[Behavioural Public Policy]] | date = 2021 | volume = 8 | issue = 3 | pages = 590β616 | doi = 10.1017/bpp.2021.23 | s2cid = 237672988 | doi-access = free }}</ref>
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