Computers in Human Behavior, a monthly peer-reviewed academic journal, published a new study on the effect of loot boxes on video gamers’ mental health.
The study was carried out by a group of researchers from Nottingham Trent University (UK), Flinders University (Australia), ELTE Eötvös Loránd University (Hungary), and the University of Gibraltar. It suggested links between loot boxes and gambling-related issues.
Some Compare Loot Boxes to Gambling
Loot boxes are a video gaming mechanic that rewards players with randomized in-game items. These can include utility items, new characters, or cosmetics that change the visuals of the game. Many games offer a limited number of loot boxes to players for certain participation milestones. Many of them also provide players with the opportunity to purchase loot boxes with real money.
This has attracted comparisons with gambling and underage gambling concerns, prompting certain countries, including the Netherlands and Belgium, to take action. Others, such as the UK, are still debating the issue.
While some have questioned whether loot boxes can truly be classified as gambling since players do not win withdrawable prizes, Computers in Human Behavior suggested that the similarities to gaming may still have a negative effect on the psyche.
Regulators Should Consider the Matter
The latest study probed 1,400 adults who described themselves as both video gamers and gamblers. A staggering 96% of those players had purchased a loot box at least once in the past year. Some 41% said they make purchases more than once per week. Finally, 13% said they make four or more loot box purchases a week.
According to professor Zsolt Demetrovics, co-author of the study, some loot box buyers exhibit similar patterns to behavioral addiction. As a result, the study said that loot boxes can cause symptoms similar to those experienced by problem gamblers. Just like with gambling, prolonged exposure can exacerbate the problem and lead to accompanying issues, such as anxiety and depression.
The links between luck boxes and depression were, fortunately, weaker. However, their presence could still raise ethical and regulatory questions. Since video games have a strong appeal among younger audiences, many argue that markets should implement harsher measures on loot boxes or ban them altogether.
Cristina Villalba-Garcia from the University of Gibraltar advised lawmakers to approach the matter carefully and consider the risks associated with loot boxes when shaping regulatory frameworks and anti-problem gambling policies.
Loot Boxes Are Very Accessible
Even if loot boxes are not strictly defined as a form of gambling, the study argued that they can serve as a gateway product. As digital entertainment becomes more popular and more easily accessible than ever, vulnerable groups, such as at-risk gamblers and younger players could end up exhibiting gambling-like behavior.
The recent findings could help to spur regulatory changes. Even if markets do not necessarily classify loot boxes as gambling, regulatory and community pressures have forced certain companies to implement transparency measures and disclose the chances of getting certain prizes.
Even if loot boxes can be risky, they are still a great driver of player engagement, judging from players’ interactions with the mechanic. Overwatch 2, for example, recently reintroduced loot boxes due to popular demand. However, Blizzard, the game’s parent company, said that it will only not provide paid loot boxes.
Conversely, Riot Games recently began to phase out free loot boxes, arguing that they hurt its profitability.