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DiGRA
Canada currently has no regulations covering either mechanic.
This qualitative study examines how Canadian video game players perceive gacha games, a monetization system that lets players spend real money on randomized virtual rewards, and how they distinguish it from loot boxes. The authors set out to address a gap in the literature, since prior work has largely focused on loot boxes and has rarely examined gacha specifically, and Canada currently has no regulations addressing either mechanic. The study is grounded in concerns that gacha resembles traditional gambling and that regulatory approaches in other countries, such as probability disclosure rules and age restrictions, may not reflect how players actually experience these systems.
The researchers interviewed 29 Canadian gamers who had opened loot boxes and analyzed their responses through content analysis. Seventy percent of participants reported familiarity with gacha, and HoYoverse titles were the most frequently mentioned, followed by Umamusume: Pretty Derby and Fate/Grand Order. Many participants viewed gacha and loot boxes as essentially the same, citing shared features such as spending currency to open items and an element of randomness, and some likened the experience to slot machines. The main perceived difference was that gacha is integral to progression and competitiveness, whereas loot boxes were more often seen as purely cosmetic.
The authors conclude that although players drew meaningful distinctions between the two systems based on their role in gameplay, many still regarded them as functionally similar and gambling-like. They argue that regulation based solely on structural characteristics may not capture how players understand and experience these mechanics, and they call for further qualitative research to inform policy in Canada. Given the sample size and its focus on a single country, the findings are exploratory and not generalizable to the wider player population.
DiGRA · 2026
DiGRA · 2026