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The link between gaming loot boxes and problem gambling has been "robustly verified", according to a new report.
The report, carried out by researchers at the universities of Plymouth and Wolverhampton, found that loot boxes "are structurally and psychologically akin to gambling".
It also found that large numbers of children are opening loot boxes.
The UK government is already considering whether gambling laws should cover such loot boxes.
The upcoming Gambling Act review is set to look at the question, with the UK's House of Lords already having weighed in to say that loot boxes should be firmly regulated as "games of chance".
Loot boxes are a video game feature involving a sealed mystery "box" - sometimes earned through playing the game and sometimes paid for with real money - which can be opened for a random collection of in-game items such as weapons or cosmetic costumes.
The new research , commissioned by the GambleAware charity, compiles existing research to examine the strength of links between the in-game random prizes and gambling behaviour. It found:
The report, carried out by researchers at the universities of Plymouth and Wolverhampton, found that loot boxes "are structurally and psychologically akin to gambling".
It also found that large numbers of children are opening loot boxes.
The UK government is already considering whether gambling laws should cover such loot boxes.
The upcoming Gambling Act review is set to look at the question, with the UK's House of Lords already having weighed in to say that loot boxes should be firmly regulated as "games of chance".
Loot boxes are a video game feature involving a sealed mystery "box" - sometimes earned through playing the game and sometimes paid for with real money - which can be opened for a random collection of in-game items such as weapons or cosmetic costumes.
The new research , commissioned by the GambleAware charity, compiles existing research to examine the strength of links between the in-game random prizes and gambling behaviour. It found:
- Of the 93% of children who play video games, up to 40% opened loot boxes
- About 5% of gamers generate half the entire revenue from the boxes
- Twelve out of 13 studies on the topic have established "unambiguous" connections to problem gambling behaviour
- Young men are the most likely to use loot boxes - with young age and lower education correlating with increased uses
In-game loot boxes linked to problem gambling - BBC News
New research says there is a clear link between video game boxes and "problem gambling behaviours".
www.bbc.co.uk
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