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From play to pay: the addictive link between video games and gambling in children

Video games have come a long way over the years, offering unrivalled levels of immersion, embellished sights and boundless gameplay. But behind the scenes, there is rising alarm that some mechanics of games — such as virtual currency and loot boxes — are normalising behaviour akin to gambling for young children.

What is the issue with virtual cash?

Many popular games today also include features that allow players to purchase virtual services or rewards with virtual currency. Such elements obfuscate the line between a game and gambling when they are often marketed as enhancing gameplay. Loot boxes, which randomly reward players, closely emulate gambling mechanics due to their reliance upon chance and the enticement for players to pay more money for a desired outcome.

The randomness of loot boxes isn’t just a game design choice; it’s a deliberate tactic. Studies have shown that these mechanics trigger the brain’s reward system, much like traditional gambling. For children, whose decision-making skills and impulse control are still developing, this can be particularly dangerous.

Video games and the psychological trap

The thrill of opening a loot box and the anticipation of what might be inside creates a cycle of excitement and reward. This process activates dopamine release, reinforcing the behaviour and making it increasingly hard to stop. Essentially, these mechanics exploit the same psychological principles as gambling, making young players more susceptible to developing addictive tendencies.

The financial implications can be just as concerning. There have been numerous reports of children spending hundreds—or even thousands—of their parents’ money on in-game purchases without fully understanding the consequences. Beyond the financial strain, this behaviour normalises gambling-like habits, potentially setting a foundation for future problems.

A survey conducted in New South Wales found that over 40% of children who play video games had engaged with loot boxes, with many admitting to spending money on them. Such findings raise questions about whether these features are ethically appropriate in games targeted at younger audiences.

From play to pay: the addictive link between video games and gambling in children
Video games – Unsplash

Video games: demands for regulation

Some nations have taken action to address this issue in response to mounting public demand. For instance, some treasure box mechanics have been completely outlawed in Belgium and the Netherlands because they are considered gambling. However, enforcing uniform standards is still difficult because gaming corporations operate globally.

Concerns have also been voiced by consumer advocacy organizations, such as the European Consumer Organization, which charges that gaming corporations are employing deceptive practices to promote in-game purchases. These groups are demanding more stringent regulation and openness in the creation and promotion of video games.

What can parents do?

Knowledge is key for parents. Restricting in-game purchases and discussing the risks of gambling-like behaviour can go a long way. Many games also have parental controls that can limit spending or block purchases entirely.

Encouraging frank conversations about the games children are playing is equally important. By understanding what draws their children to them, there is so much that a parent can do to help them navigate those digital houses responsibly.

Although video games can be inspiring, educational, and entertaining, they can also be extremely dangerous, especially for young players, when gambling components are incorporated into the gameplay. In light of the ongoing discussion surrounding loot boxes and virtual currencies, regulators, the gaming industry, and parents must work together to make sure that gaming is always a fun and safe pastime for everybody.

George Mavridis is a journalist currently conducting his doctoral research at the Department of Journalism and Mass Media at Aristotle University of Thessaloniki (AUTH). He holds a degree from the same department, as well as a Master’s degree in Media and Communication Studies from Malmö University, Sweden, and a second Master’s degree in Digital Humanities from Linnaeus University, Sweden. In 2024, he completed his third Master’s degree in Information and Communication Technologies: Law and Policy at AUTH. Since 2010, he has been professionally involved in journalism and communication, and in recent years, he has also turned to book writing.