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Loot boxes “structurally and psychologically akin to gambling”, says new study

Loot boxes “structurally and psychologically akin to gambling”, says new study

A new study has "robustly verified" the overlap of loot boxes and problem gambling. Research conducted by two universities outlines the problematic ways the microtransactions, and in-game purchases, are targeting players of FPS games, multiplayer games, and more.

The paper, put together by the universities of Plymouth and Wolverhampton, finds that the game industry's reliance on loot boxes is heavily skewed. The average buyer is investing £20 a month on loot boxes, but it's the top 5% of regular purchasers that's providing the most revenue. Those spending £70/$100 or more per month account for half the industry's loot box revenue, and almost a third of that category would be considered "problem gamblers", the study finds. This pattern "mirrors" that of other gambling revenue streams.

A wide range of factors are considered influential in the drive to pick up the packs of random cosmetic items. In a table of interview responses, social media influencers, ease-of-access, and fear of missing out are highlighted. "Fear of missing out, that’s what people are most vulnerable to… they think, ‘oh wow, I want to really get into this and do well in this game’," reads one quote, "then they put a time limited event on and you think, ‘hang on a minute, I haven’t really gathered enough resources to do this event, maybe I need to buy something’."

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