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Loot boxes, aka ‘treasure chests’, are common in various video games such as Overwatch, FIFA, Counter-Strike, and many mobile games. Their popularity has led to controversy about a possible connection to gambling, as the element of chance and the ability to spend real money is reminiscent of gambling mechanics.
This topic is receiving increasing attention both in the scientific community and in the gaming industry in terms of responsible gaming and consumer protection. In particular, the Gambling Supervision Service under the Ministry of Finance of the Republic of Lithuania recently presented an informative article prepared by psychologist and specialist Olegas Mackiewicz. SiGMA News cites excerpts from the article ‘Teenagers and the Dangers of Gambling: Why Should Parents Worry About Loot Boxes?’, which clarifies the connection between standard gambling mechanics and gambling.
Loot boxes are virtual packs in computer games that players can purchase with real money or in-game currency to obtain random in-game artefacts such as weapons and equipment. These mechanics are designed to increase player engagement and generate additional revenue for game developers.
Depending on the game design, there are different types of ‘treasure chests’. Some provide cosmetic improvements to the hero of the game (skins) that do not affect gameplay, while others can give a game advantage, such as more powerful weapons or skills. There are also different ways to acquire them: in some games, they can be obtained only for real money; in others, they can be obtained only for currency or achievements accumulated during the game.
Loot box mechanics have become an important part of the monetisation of the gaming industry. For example, Overwatch, released in 2016, earned over $1bn in its first year mainly through the sale of ‘treasure chests’. This model has become extremely lucrative as it encourages players to invest continually to obtain desired virtual items.
Some artefacts obtained from loot boxes sell for impressive sums. For example, Dragon Lore weapons in Counter-Strike: Global Offensive skins were sold for over $61,000. Another example Matskiewicz cites is FIFA Ultimate Team cards, whose market value on virtual exchanges reaches hundreds of dollars per unit.
While many of these acquisitions have no practical value outside the game, their value to players stems from their limited availability, social status, and collectability. Loot boxes can significantly impact the game experience: in some cases, they provide direct in-game benefits (pay-to-win model), while in others, they are limited to changes in the hero’s appearance.
The popularity of ‘treasure chests’ is based on the element of chance and surprise, which triggers dopamine release in the brain. According to Matzkiewicz’s study, this mechanic encourages repetitive behaviour and can lead to addiction, especially among minors whose self-control mechanisms are not yet fully developed.
Studies show that finding a loot box triggers a psychological response similar to gambling. For example, in 2019, Australian scientists proved that minors who participated in a loot box game were likelier to gamble in the future. In addition, other studies have shown that most children do not realise the link between these mechanisms and gambling, and parents often underestimate their harm.
According to Matzkiewicz, teenagers’ motivation to buy loot boxes is related to various factors, among which the desire to experience excitement, the desire for uniqueness, and social pressure dominate. He points out that ‘the element of chance and the possibility of winning valuable prizes create a sense of excitement that can later be realised in gambling’.
In addition, adolescents often seek to fit in with their peer group, and having some achievement in games can help them feel accepted. This social aspect encourages them to invest in loot boxes in the hope of raising their status among their peers.
Psychologists note that the lack of experience among teenagers leads to rash financial decisions. This is especially true in the age of digitalisation, where virtual goods and services are readily available, and their cost can seem less real. Children may use family members’ credit cards or in-game payment systems because games do not always provide proper age verification and payment security mechanisms.
Still, the iGaming industry is steadily working to improve identity verification systems and increase protection for minors. And studies like Mackiewicz’s article reinforce the movement in that direction.
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