In an exclusive interview with BUzz News, Dr Ruijie Wang said 50% of loot box users are at any risk level of experiencing gambling harms (defined by a score of 1+ on the Problem Gambling Severity Index) as research reveals their potential dangers on young people.
Loot boxes can blur the lines between gaming and gambling.
Young people who use loot boxes in online gaming are potentially vulnerable to developing addiction-like behaviour and experiencing certain level of problems with gambling, a leading psychology academic has warned.
Loot boxes are available in many games, giving the player the option to pay for the chance to win prizes which can range from virtual items to progressing in the game.
Dr Wang and her project team have completed research commissioned by GambleAware in a report entitled ‘Relative risk of gambling products within Great Britain’.
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She said “[Loot boxes] have a gambling mechanic and they often target children and young people.”
Dr Wang added that many games are not being transparent in displaying the odds of winning a prize, which could lead to uninformed choices and continuous spending.
Speaking on policy recommendations she thinks would be beneficial she added; “Based on this research we recommend restricting access to loot boxes for individuals under 18.”
Recent research from the Gambling Commission also shows that 26% of 11-17 year olds had spent their own money on gambling over a 12 month period.
Zoe Osmond, chief executive of GambleAware, said: “This new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers and relationships.”
Dr Wang added “The research found that land-based electronic gaming machines and online casino games carry particularly high risk of harm.
“Demographically, young adults aged 18-34 preferred gaming machines at bookmakers and gambling in casinos compared to adults aged 55+.
“Based on evidence we recommend regulations to prioritise reducing harms associated with electronic gaming machines and consider reducing machine availability, slowing spin speed, and implementing mandatory breaks, etc.”