New research says there is a clear link between video game boxes and "problem gambling behaviours".
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