Addictive gambling loophole targeted at children
Gaming turns into gambling in a virtual world that is not regulated by age.
Loot boxes are digital bags that gamers have to buy, either with real or in-game currency. They are sometimes given, but mostly paid for, and they contain virtual in-game items of varying values that are randomly distributed. The trick is that one never knows what’s exactly inside. Loot boxes exemplify popular predatory monetisation within video games bearing close proximity to problem gambling. Fuelled by online marketplaces which function like stock exchanges, tracking the price of said virtual items, some of which can be valued at thousands or hundreds of thousands of dollars, prove to be very addictive. Moreover, they are mostly unregulated regarding age. As a result, some game companies have introduced weak precautionary measures in order to subvert gambling loop holes and continue to sell loot boxes to children all over the world.
On this, Jung and Pawlowski (2014) have said “factors impeding consumption in the real world may be relaxed or removed in a virtual world” (p. 2236); see Jung, Y., & Pawlowski, S. D. (2014). Understanding consumption in social virtual worlds: a sensemaking perspective on the consumption of virtual goods. Journal of Business Research, 67(10), 2231–2238. https://doi.org/10.1016/j.jbusres.2014.01.002.
Image credit: Sameboat, CC BY-SA 4.0, via Wikimedia Commons
Keywords:
Gambling, Children, Addictive Design
Submitted by
Jack Huston
Independent Researcher
New Zealand
Submitted on
February 3, 2024
This was one example of unethical design.