References

Between gambling and gambling. 2022. http//tinyurl.com/ys4c354c

Gambling Commission. Young people and gambling. 2023. http//tinyurl.com/ye2xb7xj

Uswitch. Online gaming statistics. 2023. http//tinyurl.com/cn89dw48

Loot boxes and blurred lines between gaming and gambling

02 February 2024
Volume 5 | British Journal of Child health · Issue 1

Abstract

The lines between video-gaming and gambling have become blurred, representing a distinct safeguarding risk for our young people. What is the role of education in addressing this problem?

According to the Online Gaming Statistics survey (Uswitch, 2023), 91% of UK children aged 3 to 15 play games on some type of digital device. The most common age for online gamers is 12 to 15 – 76% of this age group said that they played online games, with consoles being the leading gaming device (59%). Other findings include that 61% of children own a smartphone device by the age of 10 and more than half also play online games using a mobile phone.

In addition to providing entertainment and enjoyment, video-gaming offers a spectrum of benefits spanning cognitive, social, and emotional dimensions. Yet, akin to other rapidly advancing technological domains, there are emerging risks. The convergence of video-gaming and gambling has raised concerns, particularly with the proliferation of in-game purchases, ‘loot boxes’, and similar mechanics that echo elements of gambling.

A loot box is a virtual item in a mobile or video game that players can purchase or earn in-game. When opened, the loot box contains random items which can vary widely in rarity and desirability in the context of the game. These items can include in-game currency, character skins, weapons, or other cosmetic enhancements. The key characteristic of loot boxes is that the contents are unknown to the player before purchase or opening and chance or luck determines what is inside.

In today's educational landscape, teachers face the daunting task of understanding an extensive array of complex safeguarding issues and risk-taking behaviours. The Gambling Commission's 2023 young people's report revealed that gambling is the second-highest risk-taking behaviour in young people aged 11 to 17 (40%), second only to drinking alcohol (42%). According to the report, 20% of the young people surveyed had used an e-cigarette or vaped, 9% had smoked a tobacco cigarette, and 9% had taken an illegal drug. Yet, 34% had paid for in-game items in video games with their own money, while 21% had spent money or virtual currency to unlock loot boxes, packs, or chests to acquire in-game items when playing video games. The problem is that the randomised characteristics of loot boxes bear a resemblance to gambling, raising apprehensions about potential harm, particularly among younger players. Some countries, such as Belgium and the Netherlands, have passed legislation to prohibit children from accessing loot boxes. However, in the UK, there are presently no age restrictions imposed on loot boxes.

A report in 2022 from Newcastle and Loughborough universities highlighted the risks and impact that in-game purchases and paid reward systems can have for young people, and in particular their affinity with gambling (Ash et al, 2022). Key findings include:

  • In-game chance-based mechanisms, like loot boxes, can and do cause harm to children and young people
  • Children find it difficult to track their spending in digital games and fail to understand the value of money
  • Digital items are highly alluring, desirable, and collectable to children and young people, driving repeat purchasing
  • The design of in-game paid reward systems borrows from the techniques we see in regulated gambling to entice players to engage for longer and spend more
  • Parents and carers feel stuck in a vulnerable position, wanting to safeguard their children but tolerating their access to gaming because of the social benefits.

In recent years, the inclusion of video-gaming and gambling in the PSHE curriculum has led to a notable increase in educators seeking to enhance their understanding of these subjects. Empowering school staff with knowledge on video-gaming enables the integration of awareness lessons into the curriculum that address issues such as loot boxes. By educating students about the mechanics, potential risks, and psychological aspects involved, this proactive approach fosters open discussion and encourages students to share their experiences.

Changes in students' behaviour and academic performance might be related to excessive gaming or engagement with loot boxes. Schools can play a pivotal role in facilitating communication with parents, providing resources and information to guide their understanding of game content, thus helping parents to influence their children's gaming behaviour.

We know education is an invaluable protective measure against the harms that can be caused by the blurred lines between gaming and gambling, just as it is against other potential risks young people are exposed to. In a rapidly evolving digital landscape, understanding the dynamics of mobile and video gaming equips teachers with the knowledge to engage students effectively and address potential challenges.

FURTHER INFORMATION

National Gambling Support Network – Free help and support, 24/7. Visit www.begambleaware.org/ngsn

Ygam – A charity which exists to prevent children and young people from experiencing gaming and gambling harms. Ygam is a provider of CPD, schemes of work and lesson plans. Email training@ygam.org or visit www.ygam.org