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Reinforcement
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===Video games=== {{Main|Compulsion loop}} Most video games are designed around some type of compulsion loop, adding a type of positive reinforcement through a variable rate schedule to keep the player playing the game, though this can also lead to [[video game addiction]].<ref>{{cite web | first = John | last = Hopson | name-list-style = vanc | url = https://www.gamedeveloper.com/design/behavioral-game-design | title = Behavioral Game Design | work = [[Gamasutra]] | date = 27 April 2001 }}</ref> {{Main|Loot box}} As part of a trend in the [[video game monetization|monetization of video games]] in the 2010s, some games offered "loot boxes" as rewards or purchasable by real-world funds that offered a random selection of in-game items, distributed by rarity. The practice has been tied to the same methods that slot machines and other gambling devices dole out rewards, as it follows a variable rate schedule. While the general perception that loot boxes are a form of gambling, the practice is only classified as such in a few countries as gambling and otherwise legal. However, methods to use those items as virtual currency for online gambling or trading for real-world money has created a [[skin gambling]] market that is under legal evaluation.<ref name="eg pegi">{{cite web | url = http://www.eurogamer.net/articles/2017-10-11-are-loot-boxes-gambling | title = Are loot boxes gambling? | first = Vic | last = Hood | name-list-style = vanc | date = October 12, 2017 | access-date = October 12, 2017 | work = [[Eurogamer]] }}</ref>
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