Research project given over $1m to investigate children’s use of loot boxes

by John Garrett
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© Blizzard Entertainment

An award exceeding $1.2 million has been granted to a UK psychologist for studying how gambling-like systems in video games, such as loot boxes, influence children’s development.

Dr. Calum Hartley from Lancaster University will concentrate on how elementary school children interact with loot boxes in video games.

Statistics show that over 90% of UK children between the ages of 5 and 11 play video games, with one in three purchasing in-game items, spending an average of £26 ($35) per month.

“Children are often pressured to engage with microtransactions due to the perceived scarcity, exclusivity, and social appeal of virtual items,” stated Dr. Hartley in a recent announcement about the funding.

“Loot boxes exhibit similarities with gambling, and they are associated with mental health challenges in teenagers. Neurodivergent children, including those with ADHD and autism, who spend more time on video games than their neurotypical peers, could be at a higher risk.”.

Research Could Lead to Legal Action and Stricter Rules

Current research has yet to establish how involvement with loot boxes evolves, its broader impact on children’s psychological development, or which group is most susceptible.

If studies reveal that using in-game items negatively affects children’s well-being, this information might be used in legal proceedings against gaming companies.

Valve is currently facing multiple lawsuits alleging that its loot boxes promote addictive behavior and encourage underage gambling.

“Developing this knowledge is crucial to protecting children and promoting digital literacy among families navigating increasingly commercialized gaming environments,” added Dr. Hartley.

“The outcomes of this research will assist in creating resources to encourage healthy gaming habits for children and caregivers, potentially leading to evidence-based recommendations for stricter regulation of loot boxes targeting children.”

Consider the Impact on Children

In the US, studies suggest that as many as one in three teenagers engage in gambling, with loot boxes in video games often cited as a gateway.

As a response, lawmakers have proposed various measures to address this issue. Recently, the New York Senate passed the ‘No Gambling Ads For Kids Act,’ which aims to prevent social media platforms from promoting gambling-related ads to minors.

Last week, Pennsylvania legislators introduced a bill to block access to gambling sites on school premises.

Efforts to combat underage gambling could lead to stricter regulations on loot boxes in the future.

Additionally, the rising trend of countries prohibiting minors from using social media platforms may also have an impact. The UK recently implemented a ban on under-16s using social media due to its harmful effects on development. This move follows similar actions taken by Australia and France.

The new research initiative investigating loot boxes in the UK will be conducted over a three-year period in collaboration with the charities YGam, Internet Matters, and ADHD UK.

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