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When Video Games Gamble with Addiction

Billionaire Gambler Author Andrei Siantiu

Written by

Andrei S.

Published: 9 December 2024

Updated: 18 December 2024

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The lines between gaming and gambling are becoming increasingly blurred. Twenty years ago, “pay-to-win” and “pay-for-chance” mechanics were virtually unheard of outside arcades and casinos. Fast-forward to today, and many of our favourite video games—from family-friendly mobile titles to globally renowned sports simulators—feature so-called “loot boxes” and “gacha” draws. These are chance-based mechanisms that encourage players to spend money for a random reward. While developers promise thrills, rewards, and excitement, many players, including children, are left struggling with spending habits that echo addictive gambling behaviours.

In 2019, a UK teenager made headlines after spending more than £2,000 of his parents’ money on FIFA Ultimate Team packs within a single weekend. He didn’t set out to gamble; he simply wanted better players in his team. But each pack contained random players with uncertain value—much like playing slots in a casino. Stories like this aren’t unique. Across the UK, parents have reported similar incidents: unknowing children racking up huge bills chasing digital items that might be worthless in real terms.

This isn’t only a soccer craze. In the mobile sector, “gacha” mechanics—originally popularised in Japan—have wormed their way into Western markets. Titles like Genshin Impact or Fate/Grand Order have UK players spending hundreds, sometimes thousands, of pounds hoping to pull rare characters. These systems mirror gambling’s unpredictable nature: you pay upfront, cross your fingers, and hope for that big score.

The Psychology of Chance-Based Gaming

What makes these digital lucky dips so compelling? Research indicates that loot boxes and gacha draws tap into the same psychological triggers as traditional gambling. According to a study by Zendle and Cairns (2018), higher loot box spending is linked with problem gambling behaviour. Drummond and Sauer (2018) have described loot boxes as “psychologically akin to gambling,” highlighting the blend of uncertainty, anticipation, and dopamine-fuelled excitement that keeps players hooked. In short, it’s the same mental tug that keeps punters placing bets in UK casinos—except these “bets” are hidden behind a veneer of harmless “fun.”

Worryingly, these digital items often come with their own intricate terms and conditions, limiting liability on the part of the game developers and making it harder for players to understand exactly what they’re getting into. And while UK casinos are strictly regulated—with clear licensing requirements and safeguards in place to prevent underage gambling—video games have historically enjoyed a more permissive environment. The developers’ fine print rarely shouts about the odds of winning; it’s usually buried deep within user agreements or web pages that few players read.

Underage Gambling and Grey Markets

The potential for underage gambling remains one of the biggest concerns. UK law firmly restricts anyone under 18 from betting in a licensed gambling venue, but buying a loot box requires no ID check. A child can access these systems as easily as downloading a game to their phone or console. In a 2020 call for evidence, the UK Department for Digital, Culture, Media & Sport (DCMS, 2020) highlighted parental concerns about children’s exposure to loot boxes and questioned how these virtual gambling-like elements fit within existing regulations.

It doesn’t stop with in-game purchases. Certain games feature “skins”—digital cosmetic items that can sometimes be traded for real money on third-party sites. This has spawned a grey market where these trades resemble gambling without any formal oversight. Consider Counter-Strike: Global Offensive, where digital gun skins, originally intended as harmless cosmetics, turned into gambling tokens on unregulated websites (Holden et al., 2018). For British consumers, the risk is twofold: not only might children be engaging in hidden gambling activities, but they are doing so in spaces where consumer protections and standard UK gambling licensing requirements simply don’t apply.

Regulatory Crossroads

In recent years, UK regulators and lawmakers have started to pay closer attention. The House of Lords Gambling Committee (2020) urged the government to classify loot boxes as gambling products. The UK Gambling Commission, known for its stringent handling of UK casinos, has expressed concerns that these digital mechanisms could normalise gambling-like behaviours among younger audiences. Meanwhile, parents, teachers, and mental health professionals are calling for clearer, stricter rules.

While some developers have taken steps—such as disclosing drop rates for loot boxes or offering parental controls—the current landscape still relies heavily on self-regulation. And self-regulation, as many argue, has simply not gone far enough. By borrowing from the accountability models required by UK casino licensing and ensuring clearer terms and conditions, there may be a path forward that protects younger and more vulnerable players.

Shaping a Healthier Gaming Future

As the UK grapples with these issues, one thing is clear: gaming is no longer just a hobby for school holidays or quiet weekends. It’s a multi-billion-pound industry blending entertainment with commerce in ever more inventive—and potentially dangerous—ways. Without informed regulations and proactive oversight, gaming risks aggravating problem gambling and addictive behaviour.

Experts argue that holding developers and publishers to stricter standards, better parental controls, and applying the same rigour to licensing as for other forms of gambling, could create a safer and more transparent gaming environment. After all, games are supposed to challenge the players, not their savings account.

Sources

  1. BBC. (2019, July 7). FIFA gamer 'spent £2,000 on son’s addiction to Ultimate Team’. https://www.bbc.com/

  2. Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530–532.

  3. Holden, J. T., Rodenberg, R. M., & Kaburakis, A. (2018). Esports corruption: Gambling, doping, and global governance. Maryland Journal of International Law, 32(1), 236–273.

  4. House of Lords Gambling Committee. (2020). Gambling Harm—Time for Action. HL Paper 79.

  5. UK Department for Digital, Culture, Media & Sport (DCMS). (2020). Loot box call for evidence. https://www.gov.uk/government/consultations/loot-boxes-in-video-games-call-for-evidence

  6. Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLOS ONE, 13(11), e0206767.

 

 

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