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Parents unaware: seemingly innocent activity, yet children are being accustomed to a terrible addiction
๐Ÿ‡ฑ๐Ÿ‡น Lithuania /Culture & Society

Parents unaware: seemingly innocent activity, yet children are being accustomed to a terrible addiction

From Delfi · () Lithuanian

Translated from Lithuanian, summarized and contextualized by DistantNews.

At a glance

News Sources not specified Context piece
  • "Loot boxes" in video games, where players pay for virtual items of unknown value, are being compared to gambling due to their addictive potential.
  • A psychologist notes that while not inherently problematic, the intense investment in loot boxes can foster curiosity and a gambling mentality, especially as items can be traded or used for real-money betting.
  • Some countries, like Belgium, have classified loot boxes as gambling, while others, like the Netherlands, are still debating their classification, highlighting concerns about their impact on children.

Virtual items obtained through "loot boxes" in video games, which players purchase without knowing the outcome, are increasingly being equated with gambling. These boxes can contain anything from low-value virtual gloves to items claimed to be worth hundreds of euros, creating an element of chance that mirrors traditional betting.

Olegas Mackeviฤ, a psychologist with the Gambling Supervision Service, explains that loot boxes themselves aren't the core issue. The problem lies in the intensity of investment and the potential for them to cultivate curiosity and a gambling mindset. He points out that some platforms allow trading of loot boxes and their contents, with certain virtual items fetching thousands of euros, though the odds of obtaining them are low. This can lead young people to believe it's an easy way to make money.

Mackeviฤ further highlights that these virtual items, or "skins," can be used in online gambling activities, functioning like roulette or bets on esports teams. He states that the mechanics closely resemble those found in real-world casinos and betting shops. This similarity has led some countries to take regulatory action.

Belgium's Gambling Commission ruled in 2018 that paid random reward mechanisms in games constituted gambling, prompting many publishers to remove or alter loot boxes in the Belgian market. While the Netherlands has not officially classified them as gambling, experts and politicians there continue to express concerns about their strong resemblance to gambling and their potential impact on children. The influence of the computer game industry's lobbying efforts is also cited as a factor in the slow pace of regulation in some regions, including Lithuania, where parents are often unaware of the monetization and engagement tactics used in games.

DistantNews Editorial

Originally published by Delfi in Lithuanian. Translated, summarized, and contextualized by our editorial team with added local perspective. Read our editorial standards.