New Gambling Commission report highlights prevalent use of loot boxes
UKGC’s latest study reveals 31% of 11-16-year olds opened computer game loot boxes between February and July
A new Gambling Commission (UKGC) report into the gambling habits of 11-16-year olds in the UK has highlighted the prevalent use of loot boxes and social media in gambling.
The report, which surveyed 2,865 young people over a five-month period between February and July, revealed 31% have opened loot boxes in a computer game or on an app to try and acquire in-game items, while a further 3% have engaged in so-called ‘skins’ betting.
The new findings have been published less than two months after the UKGC signed a multi-national pledge with 17 other regulators from around the world to investigate the “blurring of lines” between gambling and gaming.
Five per cent of respondents had bet with their own money in the last 12 months, however just 1% had done so within seven days of being surveyed as part of the research.
The report also detailed that 12% of 11-16-year olds surveyed follow online gambling companies on social media, while 13% have played gambling-style games online.
Responding to the report, Andrew Tait, partner at gaming law firm Gordon Dadds, said: “Loot boxes, skin betting and side bets between networked gamers are an ever-growing and dangerous entry door to child problem gambling. Let’s hope the video gaming industry takes measures to counteract this now.”
The report revealed that 6% of 11-16-year olds have gambled online using the account of a parent or guardian, highlighting the need for increased measures to verify the age of players.
Measures to verify the age and identity of all online gambling customers prior to deposits being accepted by operators are due to be introduced by the UKGC in April next year.
Tim Miller, executive director of the UKGC, said addressing increasing levels of gambling amongst minors requires “a joined-up approach”, in the form of a “strong, effective regulator; parents and teachers who understand and talk about the risks that can come from gambling; businesses, both in the gambling industry and outside, that act responsibly.”
Marc Etches, CEO, GambleAware also commented that the numbers of children classified as problem gamblers was “unacceptable”.
Etches added: “This is a stark reminder that gambling is a public health issue and we cannot ignore it. The combination of ubiquitous gambling advertising and a blurring of the lines between computer games and gambling are all contributing to the normalisation of gambling for children.”