Casino Watch Focus has reported on the multifaceted impact loot boxes have in the gambling space. More and more governments and organizations are recognizing loot boxes as gambling and many links have been observed in studies that examine loot boxes’ impact on the children who are seemingly playing safe video games. These boxes act like slot machines in that children have to pay to pull the lever, or open a box, chasing after in-game loot. There seems to be no significant cognitive behavioral difference in the addition of slot machines and loot boxes and in many cases, especially where the gained items can be sold for value, they fit the definition of gambling. As such, more studies are being conducted and the newest study has some sobering results. An online source reports:
According to new research by the Gambling Health Alliance, some 15% of young gamers have taken money from their parents without permission to buy loot boxes. An estimated 11% of gamers have used their parents’ credit cards to finalize the transaction, the GHA has reported.
The organization cautions that video games come with pitfalls and in a way resonates with what Scottish MP Ronnie Cowan said earlier this month, urging parents to boycott buying video games that contain loot boxes lest they start showing symptoms of gambling addiction.
The 15% reported by the GHA means that almost one in six young gamers has stolen money from their parents. Worse still, one in ten children, or 9%, have borrowed money they couldn’t repay to buy loot boxes, the research said. Three families had to re-mortgage their homes to cover the purchase of loot boxes, the GHA revealed. Based on the research, one in four respondents or 22% spent over £100 on average during the regular playthrough.
The addiction that follows loot boxes is not substantively different from that of slot machines, so the cognitive mechanics that addict gamers are generally understood. However, researchers want to know what drives the initial desire for children playing these games to start paying for and opening these addictive loot boxes. Such information can help parents determine which games are safe and which could lead to such devastating addictive behaviors. The source continues:
Youngsters also reported that loot boxes interfered with their gaming experience for several reasons outlined by respondents in the survey. Children cited the “pay to win” model which made competitive play impossible. Another reason children cited was the scarcity of valuable items which could be procured through loot boxes. According to the GHA, all of the above made loot boxes increasingly addictive.
GHA Chair Duncan Stephenson has commented on the addictive tendencies among young children, acknowledging that teenagers enjoyed video games and that was perfectly fine. However, Stephenson cautioned the general public about the effects loot boxes can have on young people’s mental and financial well-being.
“Aside from the financial cost our latest survey with gamers suggests that the fixation with loot boxes can lead to classic symptoms of addiction including mood swings, problems sleeping, and impacting on their social life.”-GHA Chair Duncan Stephenson
He cautioned parents to be careful about the risks that loot boxes entail, especially when considering purchases of games that contain loot boxes. Stephenson also noted that these game mechanics will sooner or later be classified as gambling and be removed from games played by individuals who are under 18 years of age. There have been multiple calls for the reclassification of loot boxes already.
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