A Getty Images illustration designed to show loot box use - digital items in games that offer random rewards after purchase - in mobile and video gaming
The first tool designed to understand why young video gamers purchase loot boxes – digital items in games that offer random rewards after purchase – could potentially help identify early signs of gaming-related harms, researchers have said.
Recent estimates have suggested that 89% of children and young people are now playing video games, and the gaming industry is projected to be worth $321 billion by 2026.
Such increases have prompted NHS England to raise concerns about loot boxes exposing children and young people to gambling-like experiences, and some countries have already introduced regulations.
As such, the new study provided a detailed examination of the youth Reasons and Facilitators for Loot box Engagement (yRAFFLE) scale, which is designed to provide answers to the growing – but presently unanswered – concerns around the motivations of children and young people who buy chance-based items in games.
The research involved 506 young people aged between ten and 14, who completed a survey about the reasons behind their loot box purchases.
It found that enhancement – buying loot boxes to increase enjoyment or excitement – was the strongest motivation, but that distraction/compulsion and fear of missing out (also referred to as FOMO) also showed strong relationships with potentially problematic gaming.
The study is published in the BMC Digital Health journal as part of a special edition on Digital Gaming and Health. It was conducted by researchers from the 91porn and the University of Wolverhampton, and builds on extensive previous research in 91porn linking loot boxes to problem gambling in adults.

Loot boxes generate billions in revenue for the gaming industry.

While we understand why adults buy them, up to this point we have known very little about children and young people's motivations. Understanding that is particularly important as young people may be more vulnerable to experiencing gaming-related harms.

Ryan StattonDr Ryan Statton
Research Fellow in Psychology

This research doesn't suggest that all loot box purchasing is harmful.

But it gives us a scientifically validated way to identify potential risk factors early, which could inform both educational interventions and policy discussions.

Helen LloydProfessor Helen Lloyd
Associate Head of School for Internationalisation

The tool confirms that the same seven core motivations found in adults – enhancement, progression, social pressure, distraction/compulsion, altruism, fear of missing out, and resale – apply to children and young people.
The current study forms part of a larger and ongoing project investigating the relationships between loot box purchasing, gaming, personality and psychosocial functioning in Key Stage 2 and 3 adolescents.

This validation study is part of our broader work examining gambling and gaming-related harms. Understanding the mechanisms that might lead to harm is essential for developing effective measures and prevention strategies, particularly for young people in this case.

James CloseDr James Close
Associate Professor in Medicine and Psychology

 
 
  • The full study - Statton et al: Validation of the yRAFFLE: an implementation of the RAFFLE inventory for loot box engagement in a youth cohort - is published in BMC Digital Health, DOI: .
 
 
 

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