If you have ever sat awake at 2 am, primogems drained, telling yourself that the next ten-pull will definitely be the one, you have experienced a reward system that shares several important features with slot machines.
You just experienced it with a different art direction.
This is not an insult aimed at gamers. It is a design observation that researchers have explored for years. Gacha banners and slot reels are not identical products, but they draw on many of the same behavioural principles: uncertain rewards, rare outcomes, dramatic reveal sequences and the ability to try again immediately.
Understanding those similarities makes it easier to see why both systems can be difficult to walk away from.
Skinner’s pigeons and unpredictable rewards
The foundation is often traced to the work of psychologist B.F. Skinner and other researchers studying operant conditioning during the twentieth century.
Skinner’s work helped establish how different reinforcement schedules affect behaviour.
Under a fixed-ratio schedule, a reward might arrive after every tenth response. The requirement remains predictable. Under a variable-ratio schedule, the number of responses needed changes unpredictably around an average.
Variable-ratio schedules are strongly associated with high and persistent response rates. When the next attempt might produce the reward, stopping can become harder.
Traditional slot machines are a familiar example. Most ordinary spins are independent, and the player does not know when a winning outcome will arrive.
Gacha systems use related principles, although their structure is often more complicated. Many combine random rewards with collection mechanics, limited-time banners and pity systems that guarantee a reward after enough attempts.
They are therefore not simply slot machines in disguise. They are hybrid systems built from several overlapping incentives.
Anticipation is part of the reward
The reveal sequence is not merely decoration.
Reward research suggests that, as people learn which cues predict desirable outcomes, parts of the dopamine response can shift toward those predictive signals. Anticipation can therefore become motivating in its own right.
That helps explain the importance of spinning reels, pack-opening sequences and gacha wish animations.
The sound changes. The colour shifts. The animation slows down before revealing the result. Even before the reward appears, the player is being told that something important may be about to happen.
These effects do not mean that dopamine responds only during anticipation or that every player reacts identically. Reward responses also depend on expectation, surprise and previous experience.
The central point is simpler: the presentation surrounding a random reward can become part of what keeps people engaged.
The research supports the comparison
The parallel between gambling products and loot boxes is more than a vague resemblance.
One study published in the Journal of Gambling Studies examined players’ reactions to loot box rewards. Rarer items produced longer post-reinforcement pauses, meaning players waited longer before beginning the next attempt.
In gambling research, a longer pause after a win can indicate that the outcome registered as especially significant.
The study also measured skin conductance responses, a physiological indicator of arousal. Rarer rewards produced larger responses than more common ones.
That does not prove that the body treats a rare digital item exactly like a slot-machine payout. It does show meaningful similarities in how people respond to rewards of different rarity.
Research has also found associations between loot box spending and problem gambling indicators.
Zendle and Cairns reported a moderate association among adults in a 2018 survey. A separate 2019 study of adolescents by Zendle, Meyer and Over found an even stronger relationship within its sample.
These studies showed correlation, not causation. They could not establish whether loot boxes contribute to gambling problems, whether people already vulnerable to gambling problems spend more on loot boxes, or whether other factors influence both.
Even with that limitation, the findings were significant enough to attract attention from researchers, lawmakers and consumer-protection authorities.
Gacha maths resembles gambling maths
Look at how experienced gacha players discuss banners and the resemblance becomes uncomfortable.
In Genshin Impact, the published base probability of receiving a five-star item on a Character Event Wish is 0.6 percent. A five-star reward is guaranteed within 90 wishes.
That guarantee does not always mean the player receives the specific featured character immediately. Additional banner rules determine whether the five-star result is the promoted character and what happens after an unsuccessful featured-character result.
Players calculate how many primogems they need, how close they are to the guarantee and whether they should save for a future rerun. They discuss expected costs, probability and how much risk remains before reaching hard pity.
That resembles the probability-conscious thinking used when players compare RTP and volatility across a catalogue of BetUS online slots, although the calculations are not identical.
RTP describes a slot’s expected monetary return over a very large number of plays. Gacha calculations more often concern the probability or maximum cost of obtaining a particular digital item.
The currencies, rewards and mathematical questions differ. The shared habit is using probability to decide whether another attempt feels worthwhile.
Pity changes the structure
Pity systems create an important difference between gacha and conventional slots.
A hard-pity threshold places a ceiling on the number of attempts needed to receive a reward of a particular rarity. Ordinary slot machines generally make no comparable promise. A player can continue spinning indefinitely without receiving a specific top prize.
In that narrow sense, pity provides a form of certainty that slots lack.
It can also encourage continued spending.
A player approaching the threshold may feel that stopping would waste the resources already spent. The guarantee becomes both consumer protection and a reason to continue.
This resembles a sunk-cost effect: previous spending should not determine whether the next purchase is sensible, but psychologically it can make quitting feel like forfeiting progress.
Pity is therefore not simply a more generous system. It changes the way uncertainty is presented and how players think about stopping.
Near misses and delayed reveals
Slot machines often use near-miss presentations, such as two valuable symbols landing while a third appears just outside the winning position.
Research has found that near misses can increase arousal or motivation to continue in some gambling contexts, despite being ordinary losses in mathematical terms. The size of that effect varies between games and players.
Gacha games use related, though not always identical, presentation devices.
Colour changes, dramatic pauses and delayed rarity reveals create suspense before the final result. A player may receive a rare reward but still miss the specific featured character or item they wanted.
That is not necessarily a near miss in the technical slot-machine sense. It is better understood as near-miss-like presentation: an outcome that feels close to the desired result and may encourage another attempt.
The important feature is the gap between receiving something valuable and receiving the particular reward the player was pursuing.
Why this matters
Loot boxes and gacha mechanics remain widespread among high-earning mobile games.
Earlier academic research found loot boxes in roughly 59 percent of a major sample of top mobile games. Some newer market-specific studies have reported even higher rates, although those findings should not automatically be treated as representative of the entire global market.
Gacha is also not the only major mobile monetisation system. Games earn money through advertisements, subscriptions, battle passes, direct purchases and other forms of microtransactions.
None of this means gacha games are inherently bad or that enjoying them indicates a problem.
It means their systems are designed by people who understand probability, anticipation and player behaviour. Recognising those techniques puts players in a stronger position than treating every purchase as an isolated decision.
The practical response is straightforward.
Set a spending limit before opening the app, not after the animation begins. Check how much real money the virtual currency represents. Remember that approaching pity does not make spending beyond your limit necessary.
Most importantly, notice when pulling stops feeling entertaining and starts feeling like the game owes you something.
It does not.
The industry understands how these systems work. The people using them deserve to understand them too.
18+. Chance-based gaming and gambling systems can encourage excessive spending. If gambling is causing problems for you or someone you know, free and confidential support is available 24/7 through the National Problem Gambling Helpline. Call or text 1-800-MY-RESET. For harmful in-game spending unrelated to gambling, consider contacting a mental-health professional or a specialist gaming-support service.