UK digital minister: “Not enough evidence” that loot boxes are gambling
Parliamentary inquiry examines so-called addictive technologies
The UK’s Digital Minister, Margot James, has said there is “not enough evidence available” to suggest that loot boxes in video games are a form of gambling.
Speaking at the Department for Digital, Culture, Media and Sport (DCMS) committee’s inquiry into addictive technologies, James said more research was required before any classification could be made.
However, James said DCMS would not hesitate to act if research eventually proved that loot boxes were a gateway to gambling.
“I think there is some evidence emerging that loot boxes can be a problem but I don’t think we can yet say they are gambling,” James said.
Are @DCMS being complacent in tackling issues of gambling and loot boxes, despite calls from gamers and professionals?
@BrendanOHaraSNP questioned @margot_james_mp on loot boxes as part of our inquiry into immersive and addictive technology.
See more: https://t.co/a5VHbN0rQU pic.twitter.com/C8SG7UCVN7
— Culture, Media and Sport Committee (@CommonsCMS) July 3, 2019
Video game developers Electronic Arts, Epic Games and Candy Crush developers King have already given evidence to the enquiry but have disputed any links between loot boxes and gambling.
The main focus of the DCMS enquiry focuses on the use of virtual and augmented reality and its applications in the world of news, entertainment and sport.
However, at the same time, the inquiry will also examine how the addictive nature of some technologies can affect users’ engagement with gaming and social media, particularly amongst younger people.
In September 2018, 17 international regulators including the UK Gambling Commission, Malta Gaming Authority and the Dutch Gambling Authority pledged to work together to examine the so-called “blurring” of the line between video games and gambling.
Several of these regulators, including the Dutch Gambling Authority and Belgian Gaming Authority have banned the use of loot boxes, while the Danish Gambling Authority is currently offering free presentations to parents to illustrate its approach to loot boxes.
A UKGC report into loot box usage published in November revealed that 31% of video game players had opened loot boxes over a five-month period between February and July 2018.
The report, which comprised a survey of 2,865 players aged 11-16 revealed that 3% had also engaged in so-called skin betting.