A recent study by the Gambling Health Alliance (GHA) reveals that 91% of young gamers consider loot boxes a form of gambling. The GHA, comprising leading health and charity organizations, launched the #LidOnLoots campaign to ban paid loot boxes for under-18s, citing mental health and financial concerns.
Three quarters (75%) of respondents felt that buying a loot box is bad for their health, “citing feelings of addiction, regret and anger when purchasing loot boxes”.
Dr. Stephen Kaar and Dr. Atheeshaan Arumuham from Gaming the Mind were quoted by the GHA regarding this research: “This important research highlights that there are young gamers with significant concerns about harms related to loot boxes, and they do not feel appropriately safeguarded. Their experiences should be taken seriously. This demands further study into the effects of loot boxes, particularly among vulnerable populations. Loot box mechanics in games should now be regulated in the same manner as gambling, to safeguard young people and vulnerable adults.”
The Royal Society for Public Health (RSPH), an independent health education charity, supports these findings. The Gambling Health Alliance, led by the RSPH, brings together organisations and individuals, specifically policy makers, “who have a shared interest in reducing the damage caused to health and wellbeing from gambling”.
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