Gambling and computer gaming: how loot-boxes are entry experience to gambling

Sam Wood
Money in a screen
Flickr : Money at hand by Don Hankins } <a href="https://creativecommons.org/licenses/by/2.0/" target="__blank">Attribution License</a>

In response to the news from the NHS’s mental health director calling for “loot-boxes” to be banned, Kent psychologist Lazaros Gonidis said:

It is crucial to protect those who are vulnerable and trapped in gambling addiction. Banning the use of credit cards is not the ultimate solution but it adds an extra layer of protection. It will be harder for pathological gamblers to find funds to pursue their passion that would only increase their debts.

‘There is also an urgent need to examine the role that mobile phones play in addiction. Online casinos now have mobile applications; resulting in further addition issues. Furthermore, credit cards are also used excessively in a similar addiction, the gaming addiction. This is something that has been currently under-examined, but many computer games use implicit forms of gambling, named loot-boxes or premium content, that players can only access at a price.

‘Though actions such as the banning of credit cards is a positive step, more is needed and the Gambling Commission must continue addressing new issues emerging from modern technology.

‘We have welcomed the news from the NHS calling for a ban of “loot-boxes”.  “Loot-boxes” could be considered as an entry experience in gambling. For people not knowing how “loot-boxes” work think of this: you are playing a game where access to privileged content can help you climb the rankings as player. However, this privileged content can potentially be unlocked through buying a “box” of unknown content.

‘In reality, you are paying money with no guaranteed outcome, which is in essence gambling. Children are exposed to it from very young age and could potentially develop a sense that this a normal approach to acquiring privileged content and improvement.

‘It is high time that the computer gaming industry demonstrate responsibility and remove any such content from games that have young audiences.’

Lazaros Gonidis, Lecturer in Psychological Methods and Statistics School of Psychology, the University of Kent

His research interests are concerned with non-substance addictions and time perception as well as virtual reality and its effects on perception.

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