With the onset of digital gaming and live service titles, developers have introduced ways to monetize projects post launch. One of the most recognizable of these systems are loot boxes. While random crate drops have caused jubilation and frustration from players, a new study shows that there is a link between loot boxes and gambling.

Typically speaking, a loot box can be a reward in game or purchased with real money. Each box drops a random assortment of goodies for the particular title, oftentimes giving duplicates or currency. Combined with stimuli like bright colors and audio feedback, gamers often compare loot boxes to gambling. Researchers at Plymouth and Wolverhampton Universities asserts that this connection is not as far-fetched as some may believe.

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Officially, the study claims that loot boxes are similar to gambling in both format and psychologically. While not surprising due to the typical audience, the report also discovers that a large amount of children open boxes. There are four main points in the report, the first being that of 93% of children gaming, 40% purchase loot boxes. That said, it is only around 5% who generate half the revenue. It turns out that men are the biggest demographic, with young age and low education increasing usage.

As many critics note, the study suggests that games make use of psychological methods to push loot box purchases. This can be anything from limited time items encouraging fear of missing out to just special prices for boxes. Since buyers can assign value to the box contents, the researchers believe the system meets gambling criteria. Of the 5%, these players can spend up to $100 a month on loot boxes and go into debt since they are not high earners. Because of this, the study states that loot boxes profit off at-risk individuals, whether intentionally or not.

Originally, loot boxes did not seem concerning as the system justified developers dropping expensive post-launch DLC. Letting the 5% cover the cost of live-service elements may have been a positive to some. But as the mechanic became more prevalent, it was clear that locking items behind controlled drop rates was not ideal for enjoying the game. The Star Wars Battlefront 2 loot box controversy even led to EA removing the mechanic from the game.

While loot boxes have gambling like qualities, it is interesting to see another study support the claim. However, some argue that companies make drop rates clear, and even pay fines for using loot boxes. The overall concern seems to be that gambling is a present factor in the lives of many children, something that will not be changed by mere tweaks. Nevertheless, with the evolution of gaming it is likely that developers will figure out different ways to monetize besides loot boxes.

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Source: BBC