{
  "slug": "gacha",
  "url": "https://gachawiki.com/wiki/gacha",
  "type": "term",
  "title": "Gacha",
  "description": "The monetization mechanic in which players spend currency on randomized draws for characters or items, named after Japanese gashapon capsule-toy machines. The defining system of the gacha game genre.",
  "aliases": [
    "gatcha",
    "gasha"
  ],
  "tags": [
    "terminology",
    "mechanics"
  ],
  "verification": "verified",
  "lastUpdated": "2026-07-09",
  "lastVerified": "2026-07-09",
  "sources": [
    {
      "title": "The elderly man who invented Japan's capsule toys",
      "url": "https://www.nippon.com/en/japan-topics/g01212/",
      "publisher": "Nippon.com",
      "accessed": "2026-07-09",
      "note": null
    },
    {
      "title": "Why \"kompu gacha\" was banned",
      "url": "https://www.gamedeveloper.com/business/why-quot-kompu-gacha-quot-was-banned",
      "publisher": "Game Developer",
      "accessed": "2026-07-09",
      "note": null
    }
  ],
  "related": [
    "gacha-game",
    "gashapon",
    "banner",
    "pity-system",
    "kompu-gacha",
    "loot-box"
  ],
  "markdown": "Gacha is the monetization mechanic in which players spend currency, earned in play or bought with real money, on randomized draws from a pool of characters, weapons, or items. The word is onomatopoeic Japanese for the crank-and-drop sound of a [gashapon](/wiki/gashapon) capsule-toy machine, the physical ancestor of the mechanic. [[1]](#ref-1)\n\nA gacha draw is defined by three things: a priced pull (one draw usually costs a fixed amount of [premium currency](/wiki/premium-currency)), a disclosed or undisclosed probability table over rarities, and a pool that changes over time through [banners](/wiki/banner). Nearly everything else in gacha design, [pity systems](/wiki/pity-system), [sparks](/wiki/spark), [rate-ups](/wiki/rate-up), guarantees, is a modifier layered onto that core loop.\n\nThe mechanic became the dominant business model of Japanese mobile games around 2010 to 2012, when social platforms GREE and Mobage built their record revenues on it. [[2]](#ref-2) A variant called [kompu gacha](/wiki/kompu-gacha) was banned in Japan in 2012, the first major regulatory intervention in the genre.\n\nGacha differs from Western \"loot boxes\" mainly in emphasis rather than mechanics: gacha pools are usually character-driven, banner-scheduled, and central to progression, while loot boxes have more often been cosmetic sidelines in premium games. Regulators generally treat the two as the same category; see [gacha regulation](/wiki/gacha-regulation).",
  "license": {
    "name": "CC BY-SA 4.0",
    "url": "https://creativecommons.org/licenses/by-sa/4.0/"
  }
}
