Gambling Health Alliance - RSPH

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GamblingHealthAllianceWHAT IS THE FINANCIAL IMPACTOF LOOT BOXES ON CHILDREN ANDYOUNG PEOPLE?

Key points Nearly one in four (23%) 11 to 16-year old gamers said theyhad paid money to open loot boxes One third (31%) of young gamers said they struggled to keeptrack of how much they spent on loot boxes and one third(33%) said they did not feel in control of their spending onloot boxes One in four gamers spend over 100 on loot boxes onaverage over the course of a game One in six (15%) had taken money from their parentswithout permission to buy a loot box; and one in ten (9%)had borrowed money they couldn’t repay, while one in ten(11%) had either used their parent’s credit or debit card, orborrowed money from friends or family to do so Nearly a quarter (24%) of gamers said they felt addictedto loot boxes and, because of the feeling of being cheatedor ripped off by loot boxes, over one third (44%) said theyexperienced feelings of frustration and anger more often thanthey otherwise would havePage 2

GamblingHealthAllianceWhat are loot boxes?Loot boxes are virtual treasure chests contained inside video games, where the contents are randomlyselected. Players acquire the loot boxes, often paying for them with ‘real-world’ money. It is a gamblebecause they have no idea whether the box contains an item which they want (to improve or customise theirexperience of the game), or the odds of it doing so.Loot boxes are big money for major games publishers, accounting for between 11% and one third of theannual sales of publishers like Activision Blizzard, Take-Two Interactive Software and Electronic Arts.1 In theUK, it is estimated that over 700 million is spent each year on loot boxes.2Who buys loot boxes?Gamers of all ages buy loot boxes – they appear in over 70% of the most popular games on the gamingplatform Steam3 and in 60% of the top mobile games on Google Play and the Apple app store.4 Many gamesthat contain loot boxes are popular with younger players. In a 2019 survey by the UK Gambling Commission,5nearly one in four (23%) 11 to 16-year olds said they had paid money to open loot boxes; a survey by ParentZone6 found 40% of young people had done so; and the Royal Society for Public Health found that 27% of 11to 14-year olds had bought a loot box in the week before completing the survey.7The Gambling Health Alliance (GHA) surveyed gamers aged 13 to 24 (Oct-Nov 2020) to find out how muchthey spent on loot boxes. Buying loots starts at a young age: over a third (34%) first spent money on a lootbox when they were 13 years old or younger, and there are no age restrictions on playing a game whichcontains loot boxes. For instance, FIFA, where players in ‘Ultimate Team’ mode build their teams by openingloot boxes to find new players, has a PEGI rating of 3, which means it can be played by anyone. Yet 79% ofrespondents who played FIFA said loot boxes had negatively impacted their gaming experience, citing: theamount they had to spend to play competitively, the poor odds of getting the most valuable players, and thefact that with each new edition of the game, you would have to start spending all over again to put togethera new team as players could not be carried e 3

“They’re highly addictive.Since I was about 14 theyhave been a staple part of every FIFAgame I have played. I must’ve spentthousands of pounds over the yearsand it all gets restarted everyyear anyway.”Young gamerHow much do gamers typicallyspend on loot boxes?It is difficult for gamers to monitor how much theyare spending on loot boxes. They are often paid forrather than bought using virtual currency, whichitself has been bought with ‘real-world money’, butwith no clear conversion rates between the two,it is almost impossible to calculate the ‘true cost’of a single loot box. When asked to estimate howmuch a loot box costs, the most common responsewas between 1 and 3, but some respondentsapproximated that they can cost as much as 11to 20 for a single loot box.Few games have spending trackers to help playerssee how much they have spent over the course of agame. As a result, almost one third (31%) of younggamers said they struggled to keep track of howmuch they spent on loot boxes and 33% said theydid not feel in control of their spending boxes. Whenasked to estimate how much they spent on lootboxes over the course of completing a game, on topof the purchase price of the game itself, almost onein four (22%) reporting spending over 100.When asked how often they spend real-life moneyon loot boxes, one in ten (11%) told us they did soon a daily or weekly basis, and one quarter (27%)did so every month. The most common amountspent on loot boxes each week was between 1and 5, which amounted to between 52 and 260spent in a year. Nearly one in ten gamers spentbetween 11 and 20 a week on loot boxes – anannual spend of between 570 and 1,040.Page 4

What is the financial impact ofloot boxes on young people?Given that the content of loot boxes is rarely knownin advance, and the odds of receiving a valueditem is often very low and not disclosed to gamersin a form they can easily understand, (if at all), itis easy for gamers to feel like they are wastingtheir money.When gamers feel drawn into spending moreand more in order to get the coveted item, lootboxes can take a serious toll on personal andfamily finances. Our survey respondents told us ofspending hundreds of pounds, if not more, overthe course of a year on loot boxes.“Loot boxes are, at the age of 22, ruiningme financially.” Over one in ten (13%) gamers had gotthemselves into debt because of spending onloot boxes. One gamer told us of resorting tocrime in order to pay off his debts. One in ten (11%) had either used their parent’scredit or debit card, or borrowed money fromfriends or family to buy loot boxes; 15%had taken money from their parents withoutpermission. One in ten (9%) had borrowed money theycouldn’t repay. In the case of three younggamers who responded to our survey, theyended up spending so much on loot boxes thattheir families were forced to re-mortgage theirhomes to cover the costs.Getting into financial difficulties at a young agecan do lasting damage, such as impactingan individual’s credit rating and their futurerelationship with PMC2945873/Page 5“I spent over 400when I was 15 or16 on my mum’sbank card.”“I spent several thousandmyself on loot boxes whichwas stupid and irritatinglooking back. I also had mybrother steal 700 of my moneyfor loot boxes for FIFA.”

How is this impacting thehealth and wellbeing ofyoung people?Overspending on loot boxes can have a harmfulimpact on young gamers’ mental health andtheir relationships. Nearly a quarter (24%) ofrespondents said they felt addicted to loot boxesand, because of the feeling of being cheated orripped off by loot boxes, 44% said they experiencedfeelings of frustration and anger more often thanthey otherwise would have. Respondents alsoreported experiencing other symptoms of addictionbecause of loot boxes including poor sleep (17%),mood swings (23%) and struggling to focus onother things (15%).Two reported ‘side-effects’ of spending on lootboxes which had a bearing on the quality ofgamers’ relationships was spending less timewith other people (14%), and secretive behaviour,with nearly half (48%) of respondents describingtrying to hide how much time or money they werespending on loot boxes. Relatedly, nearly two in five(37%) young gamers had got in trouble with theirparents for spending money on loot boxes.“I was addicted toopening FIFA packs. I spent 100 in one night trying to get a‘limited edition team of the year’card. It made me sick. I had anaddiction to the FIFA ‘packs’ butwas too embarrassed to admitit to myself or my friendsand family.”What can we do about this?The GHA is campaigning for paid-for loot boxes to belegally classified as gambling and banned in gamesfor under 18s. Now is the time to make this change– the 2005 Gambling Act is being reviewed by theGovernment, and the Department for Digital, Culture,Media and Sport recently consulted on the impact ofloot boxes.While we await the Government response to thatconsultation and make the legislative changes wewant to see, we need to do what we can to makegames containing loot boxes safer to protectyoung players from chasing wins and getting intofinancial difficulties.This requires concerted action from gamesdevelopers and publishers. For example, ElectronicArts recently introduced parental controls to FIFA21, allowing parents to set limits on how muchmoney is spent on player packs per week.9 This is awelcome step in the right direction. We believe thatprotective measures like this should be introducedacross all games containing loot boxes until they arerecognised as gambling and removed from gamesplayed by under-18s.You can support us by boycotting the games with theworst predatory loot box mechanics until they aremade ools-for-players-and-parentsPage 6

In a 2019 survey by the UK Gambling Commission, 5 nearly one in four (23%) 11 to 16-year olds said they had paid money to open loot boxes; a survey by Parent Zone 6 found 40% of young people had done so; and

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