
The first tool designed to understand why young video gamers purchase loot boxes—digital items in games that offer random rewards after purchase—could potentially help identify early signs of gaming-related harms, researchers have said. This development comes as recent estimates suggest that 89% of children and young people are now playing video games, with the gaming industry projected to be worth $321 billion by 2026.
Such increases have prompted NHS England to raise concerns about loot boxes exposing children and young people to gambling-like experiences, leading some countries to introduce regulations. In this context, a new study provides a detailed examination of the youth Reasons and Facilitators for Loot box Engagement (yRAFFLE) scale, designed to address the growing concerns around the motivations of children and young people who buy chance-based items in games.
Examining Motivations Behind Loot Box Purchases
The research involved 506 young people aged between ten and 14, who completed a survey about the reasons behind their loot box purchases. The study, published in the BMC Digital Health journal as part of a special edition on Digital Gaming and Health, was conducted by researchers from the University of Plymouth and the University of Wolverhampton. It builds on extensive previous research in Plymouth linking loot boxes to problem gambling in adults.
The findings revealed that enhancement, or buying loot boxes to increase enjoyment or excitement, was the strongest motivation. However, distraction/compulsion and fear of missing out (FOMO) also showed strong relationships with potentially problematic gaming behaviors.
The Growing Concern of Loot Boxes and Gambling
The announcement comes as the gaming industry faces increasing scrutiny over the potential harms of loot boxes. NHS England’s concerns reflect a broader trend among health organizations and regulators worldwide who are wary of the parallels between loot boxes and gambling.
According to sources, some countries, including Belgium and the Netherlands, have already taken steps to regulate or ban loot boxes, citing their similarity to gambling. These measures aim to protect young gamers from developing gambling-related issues later in life.
By the Numbers: 89% of children and young people are now playing video games, with the industry projected to be worth $321 billion by 2026.
Expert Opinions and Future Implications
Experts argue that understanding the motivations behind loot box purchases is crucial for developing effective interventions. Dr. James Close, a lead researcher on the study, emphasized the importance of the yRAFFLE scale in identifying early signs of problematic gaming behavior.
“Our research provides a framework for understanding why young people engage with loot boxes, which can inform policy and parental guidance,” Dr. Close stated. “This is a significant step towards mitigating potential harms associated with gaming.”
Meanwhile, the gaming industry itself is under pressure to self-regulate and implement measures that protect young players. Some companies have started to offer more transparency about the odds of winning specific items in loot boxes, though critics argue that more needs to be done.
Looking Ahead: Regulations and Industry Response
The move represents a growing recognition of the need for comprehensive strategies to address the potential risks associated with loot boxes. As the gaming industry continues to expand, the balance between innovation and player protection remains a critical issue.
Moving forward, researchers and policymakers are likely to focus on developing guidelines that protect young gamers while allowing the industry to thrive. The yRAFFLE scale could play a pivotal role in shaping these discussions, offering insights into the motivations driving loot box purchases among young people.
In conclusion, the study on loot boxes highlights a critical intersection of gaming, psychology, and public health. As more data becomes available, stakeholders will need to collaborate to ensure that gaming remains a safe and enjoyable activity for all players.