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Gaming 'loot boxes' linked to problem gambling

<p dir="ltr">Gamers who purchase 'loot boxes' - digital treasure chests filled with random items that you buy in games using real-world currency - are more likely to have a problem with gambling, according to new research.</p> <p dir="ltr">A study published in <em><a href="https://doi.org/10.1080/16066359.2022.2141717" target="_blank" rel="noopener">Addiction Research &amp; Theory</a></em> has found that 57 percent of adults surveyed who had bought loot boxes had gambled in the same year, compared to 37 percent of a control group who hadn't bought the virtual items.</p> <p dir="ltr">While previous studies have found a link between loot box purchasing, gambling and problem gambling, this study explored whether this link was due to psychological risk factors for gambling, such as childhood neglect, emotional distress, and the tendency to act rashly when upset.</p> <p dir="ltr">After analysing the purchase history and questionnaires of 1,189 Canadian university students, along with 499 adults recruited from the community, they found that a similar proportion of the students and adults had bought loot boxes, with an average spend between $90.63 and $240.94 respectively.</p> <p dir="ltr">Among the students, 28 percent of loot box-purchasers also gambled, in comparison to 19 percent of those who hadn't bought any loot boxes.</p> <p dir="ltr">Students who reported buying more loot boxes and other 'riskier' habits were also more likely to have a gambling habit.</p> <p dir="ltr">While this wasn't seen in the adult group, the authors argue this may be due to the small sample size.</p> <p dir="ltr">"Findings indicate that loot box purchasing represents an important marker of risk for gambling and problem gambling among people who play video games," Sophie Coelho, a PhD student at Toronto’s York University, said.</p> <p dir="ltr">"The persistent associations we observed between loot box purchasing and gambling may provide preliminary support for the role of loot boxes as a 'gateway' to gambling and eventually problem gambling.</p> <p dir="ltr">"Loot boxes may prime people to gamble and increase susceptibility to problem gambling."</p> <p dir="ltr">As for the role of gambling risk factors, the authors found that adverse childhood experiences, like abuse and neglect, were "most consistently associated with an increased likelihood of past-year gambling and greater problem gambling".</p> <p dir="ltr">They concluded that those with troubled upbringings have a "heightened vulnerability" to develop a gambling problem.</p> <p dir="ltr">“This may be compounded by engaging with gambling-like features embedded in video games, such as loot boxes," they added.</p> <p dir="ltr">Loot boxes, also called loot or prize crates, have become the subject of controversy recently, with concerns that their use of random chance to give players randomised weapons, armour, and items they can use to customise their character could be a form of gambling.</p> <p dir="ltr">In some games, loot boxes became a way to “pay to win”, with items that can affect gameplay and offer a competitive advantage, driving players to pay for more loot boxes to get items that allow them to compete with other players.</p> <p dir="ltr">Some countries have begun to introduce laws to regulate loot boxes, with Belgium and the Netherlands banning loot boxes altogether.</p> <p dir="ltr">In Australia, a law to restrict the use of loot boxes in games aimed at children has been proposed which could see games with loot boxes given a rating of R18+ or RC (“Refused Classification”, so they can't be sold in Australia) and carry warning labels.</p> <p><span id="docs-internal-guid-41c670f4-7fff-2eee-57fa-2721a448cf6e"></span></p> <p dir="ltr"><em>Image: Sameboat, CC BY-SA 4.0 (Wikimedia Commons)</em></p>

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101-year-old reunited with painting looted by Nazis

<p dir="ltr">A Nazi-looted painting has been returned to its owner after being lost for 75 years. </p> <p dir="ltr">101-year-old Dutch woman Charlotte Bischoff van Heemskerck was reunited with the 1638 portrait of the Dutch merchant Steven Wolters, which was stolen by the Nazis during the occupation of The Netherlands in World War II. </p> <p dir="ltr">The painting had once hung in Charlotte’s childhood bedroom and was a much-loved possession of her father, who went into hiding after refusing to accept Nazi orders. </p> <p dir="ltr">Charlotte’s father had stored the painting in the Amsterdam Bank to protect it, where it was later stolen, along with countless other works, by Nazi invaders. </p> <p dir="ltr">The portrait was then lost for decades before being acquired by a private collector in Germany in 1971, where negotiations with the collector led to the painting being returned to Bischoff van Heemskerck in 2021.</p> <p dir="ltr">Recalling the moment that she saw it again, she told the <a href="https://www.theguardian.com/uk-news/2022/jun/12/i-am-amazed-101-year-old-dutch-woman-reunited-with-painting-looted-by-nazis?CMP=Share_AndroidApp_Other&amp;fbclid=IwAR1Xn3-h5Nt_HwsEJ3yE8S-HXjc1A0iw5paSLZEQ2JUEp3h1P7pMSWi3JC4">Guardian</a>, “I was amazed.”</p> <p dir="ltr">Charlotte’s father died in 1969, but she said he would have been “so happy that it came back”.</p> <p dir="ltr">After treasuring the painting in her possession for six months, the family have decided to sell the portrait at Sotheby’s auction house in London, where it is expected to sell for between $50,000 and $90,000. </p> <p dir="ltr">She said: “I had five brothers and sisters. There are 20 offspring and they are very sweet, so I never had the feeling that it was mine. It’s from the family.”</p> <p dir="ltr"><em>Image credits: Getty Images</em></p>

Art

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Midnight cyclist charged with looting

<p dir="ltr">A man <a href="https://www.couriermail.com.au/truecrimeaustralia/police-courts-qld/man-charged-with-looting-claimed-he-found-a-bicycle-on-a-footpath-in-flooded-area/news-story/8046b2827f46de7d1098fc49bb118d98" target="_blank" rel="noopener">has been charged</a> with looting after being stopped by police in the middle of the night in one of Brisbane’s flood-affected suburbs.</p> <p dir="ltr">Police officers were patrolling the suburbs of Milton and Auchenflower on the lookout for looting when they questioned Michael Peter Rose, who was riding a bicycle at 12.20am on Saturday.</p> <p dir="ltr">Mr Rose allegedly told police he found the bike on a footpath along with other discarded items.</p> <p dir="ltr">However, the police allege the bicycle looked brand new - and undamaged by the floods - with a defence lawyer telling the court that police didn’t accept his explanation before charging him with stealing by looting in a natural disaster.</p> <p dir="ltr">The 36-year-old appeared in Brisbane Magistrates Court on Saturday facing several additional charges he was meant to appear in court for in February. </p> <p dir="ltr">The previous charges included committing an indecent act in a public place, failure to appear on a bail undertaking and entering premises and committing an indictable offence.</p> <p dir="ltr">Police prosecutor Sergeant Wade Domagala opposed awarding Mr Rose bail, saying the risk he would fail to appear in court or commit other offences was unacceptable.</p> <p dir="ltr">Mr Rose claimed his earlier failure to appear in court was due to a text he received from the court saying he wasn’t required to attend, while his lawyer said the phone the text was on had been lost.</p> <p dir="ltr">Magistrate Tracy Mossop said Mr Rose failed to appear in court, contravened a probation order and was in breach of a suspended sentence.</p> <p dir="ltr">She said Mr Rose hadn’t shown any cause for why he should be granted bail and remanded him in custody.</p> <p dir="ltr">He is due to appear via video link in early April.</p> <p><span id="docs-internal-guid-2588ebe8-7fff-10f2-85bf-1d8a4b020253"></span></p> <p dir="ltr"><em>Image: Getty Images</em></p>

Legal

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Gaming or gambling: study shows almost half of loot boxes in video games constitute gambling

<div class="copy"> <p>The Australian Senate has <a href="http://trade-media.com.au/news/read/australian-senate-passes-motion-investigate-loot-boxes/">passed a motion to investigate</a> whether purchasable random rewards in video games (known colloquially as loot boxes) constitute a form of gambling and whether they are appropriate for younger players.  </p> <p>Our recent <a href="https://rdcu.be/ZXTg">paper</a>, which was cited in the senate motion, explores exactly these questions.</p> <p>We found that the loot boxes in almost half (45%) of the 22 games we analysed met the criteria to be considered psychologically similar to gambling, even though they are rated as appropriate for adolescent players under the age of consent for gambling.</p> <h2>What is a loot box?</h2> <p>Loot boxes are digital containers of randomised rewards, and are available in a number of video games.</p> <p>The box may contain rewards ranging from cosmetic items which alter the appearance of in-game characters to functional items that increase the player’s power in some way (for example a gun that fires faster or does more damage).</p> <p>In our research, we sought to answer two questions: are loot boxes like gambling and, if so, what should be done about it?</p> <p>First up, we want to clarify that video games are not evil.</p> <p>Games companies are not evil. Making money from video games is not evil.</p> <p>And playing video games with loot boxes is unlikely to result in young people flocking in great numbers to casinos.</p> <p>However, simultaneously, it may also be true that loot boxes represent a troubling and potentially inappropriate monetisation strategy, with the potential to cause short and long-term harm to some players.</p> <p>Our intent is to educate readers about loot box mechanisms, and promote a reasoned, evidence-based discussion about ethical practice in video games.</p> <p>Loot box rewards may be highly desirable or valuable (for example, a particularly valuable cosmetic item or very powerful weapon), or virtually useless and undesirable (items referred to as “vender trash”).</p> <p>Most importantly, the contents of the box are determined by chance.</p> <p>Some (but not all) loot boxes are purchasable for real money.</p> <p>In some cases, items earned from a loot box can also be “cashed out” for real world money.</p> <h2>The gambling problem</h2> <p>The problem is that spending real money on a chance outcome that results in some people “winning” and others “losing” is fundamental to gambling activities.</p> <p>Thus, we analysed the loot box features in 22 console and PC games released in 2016 and 2017, with a view to understanding how psychologically similar they were to gambling.</p> <p>We used five criteria to distinguish gambling from other risk-taking activities.</p> <p>These have been developed by Nottingham Trent University psychologist <a href="https://www.ntu.ac.uk/staff-profiles/social-sciences/mark-griffiths">Mark Griffiths</a> in his work on behavioural addictions and gambling disorders.</p> <p>To be considered psychologically similar to gambling, loot boxes must involve:</p> <ul> <li>an exchange of money or valuable goods takes place</li> <li>an unknown future event determines the exchange</li> <li>chance at least partly determining the outcome</li> <li>non-participation avoiding incurring losses</li> <li>winners gaining at the sole expense of losers.</li> </ul> <p>We took a reasonably strict interpretation of the final criterion; assuming that people only “won” if they gained some form of in-game competitive advantage (for example more powerful weapons).</p> <p>Arguably, this approach ignores the subjective value that might be created by the scarcity of, or player preference for, certain cosmetic items.</p> <p>However, it appeared to us to most closely resemble Griffiths’ intent.</p> <p>Loot boxes in just under half of the games (45%) met all five of Griffiths’ criteria and, thus, could be considered psychologically akin to gambling.</p> <p>All of the loot boxes operated on a variable ratio reinforcement schedule – a technical term for a reward given to a person on average every so many times they engage in a particular behaviour.</p> <p>This type of reward schedule results in people quickly learning new behaviours (for example buying loot boxes) and repeating them often in the hope of receiving a <a href="http://journals.sagepub.com/doi/full/10.1111/j.1467-9280.1990.tb00220.x">reward</a>.</p> <p>The strategy is effective because the next time a box is opened it might be the “big win”.  </p> <p>Perhaps most concerning was the fact that at least five of the games had mechanisms available to on-sell virtual items, allowing players to cash out their winnings (though four of these five had terms and conditions explicitly prohibiting this).</p> <p>The ability to cash out winnings is something that many consider a legal requirement for an activity to be considered gambling.</p> <p>Although the legality of loot boxes is a question for individual regulators and governments, exposure to mechanisms which closely mimic gambling in a psychological sense is concerning to us, especially since all of the games we examined were rated as appropriate for those under the age of consent for gambling.</p> <p>The short and long-term consequences of engaging with these mechanisms are unknown.</p> <p>Plausibly, short-term consequences may include overspending on loot boxes.</p> <p>The potential for long-term consequences also concerns us because males (a <a href="http://www.theesa.com/wp-content/uploads/2017/09/EF2017_Design_FinalDigital.pdf">particularly large group within gamers</a>) exposed to gambling when young are particularly at <a href="https://link.springer.com/article/10.1007%2Fs10899-008-9088-6">risk of developing problematic gaming behaviours</a>.</p> <h2>What to do about it</h2> <p>There is cause for hope. Electronic Arts (one of the largest game studios in the world) has recently announced the <a href="https://variety.com/2018/gaming/news/no-loot-boxes-anthem-1202838734/">removal of loot boxes</a> from upcoming titles.</p> <p>This suggests the games industry is taking consumer and expert feedback seriously, and may take steps to self-regulate.</p> <p>In our view, this is the optimal solution, given the diverse policy landscapes across the countries in which video games are sold.</p> <p>Where industry is not willing to self-regulate, and loot boxes are most similar to gambling, regulators may need to consider additional steps, although this should be undertaken selectively.</p> <p>Belgium and the Netherlands have <a href="https://www.eurogamer.net/articles/2018-04-25-now-belgium-declares-loot-boxes-gambling-and-therefore-illegal">declared at least some loot boxes to be illegal</a>, while the US and UK have decided that they are <a href="https://www.bbc.com/news/technology-43906306">not a form of gambling</a>.</p> <p>As noted above, the Australian Senate unanimously supported a vote on the 28th of June to refer an inquiry into the legality of loot boxes in video games to the <a href="http://trade-media.com.au/news/read/australian-senate-passes-motion-investigate-loot-boxes/">Environment and Communications References Committee</a>.</p> <p>Most importantly, we recommend that loot box mechanics should be added to content warnings to give users and parents the information they need to properly assess whether particular games are appropriate for themselves or their children.</p> <p>Ensuring that users can make well informed decisions about the appropriateness of content remains one of the strongest consumer defences.</p> <p>We hope that this work will form the basis for a well-reasoned, evidence-based policy discussion about ethical and sustainable practices in video games.</p> <p>Our intent is not to stigmatise games or gamers, but to spark a discussion about what mechanisms are and are not appropriate for particular audiences, games and the industry more broadly.</p> <p><em>Image credit: Shutterstock</em></p> </div> <div id="contributors"> <p><em>This article was originally published by <a rel="noopener" href="https://cosmosmagazine.com/people/social-sciences/gaming-or-gambling-study-shows-almost-half-of-loot-boxes-in-video-games-constitute-gambling/" target="_blank">cosmosmagazine.com</a> and written by The Conversation.</em></p> </div>

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