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P. 11

The Temptation of State Lotteries



              Some environmental contexts are believed to foster addiction. For compulsive
              gamblers, state lotteries expand the sphere of temptation. The ubiquitous pres-
              ence of the ever-promising scratch-off ticket makes those predisposed more
              likely to gamble. Scratch-off tickets can be found at almost every gas station
              in forty-four states as well as in the District of Columbia. In addition to income,
              sales, and property taxes, states collect revenue from their lotteries. Propo-
              nents of state lotteries argue that it is a way for states to collect a harmless,
              voluntary tax—sometimes from out-of-state residents.
                 But opponents of state lotteries contend that gambling isnot exactly
              a voluntary tax. They argue that because compulsive gambling has been
              recognized as an addictive disease, the reliance on gamblers to fund public
              services actually preys on their addictions. Furthermore, opponents argue
              that state gambling administrators often downplay the poor odds of winning
              to the point that gamblers are being tricked into these spending decisions.








                 Video game manufacturers use various methods to trigger the
              reward center of the brain, says Ramsay Brown, the cofounder
              of Dopamine Labs (a company that aims to increase the rate at
              which people use game apps). Going shopping, fi nding a bargain,
              and receiving a gift are natural ways dopamine is released in the
              brain. To that end, loot boxes have been introduced as a reward
              mechanism for that feel-good experience in video games. A loot
              box is a virtual reward, usually with a price tag that includes real
              money, containing a random item for the game. In some cases,
              the item is described as rare, and users are given special oppor-
              tunities to buy it with their money only after they level up. Some
              gamers have spent their entire savings on loot boxes.
                 A young man who goes by the user name Kensgold says he
              began playing video games at age thirteen. By the time he was
              a sophomore in high school and was working a part-time job at
              a sandwich shop, he was spending 90 percent of his wages on


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