How the industry acts to ensure future gamblers?

Mobile phones and tablets have become entertainment platforms for young people and children. Mobile gaming apps offer a wide variety of experiences. Games range from adventure to strategy to gambling. However, many of these apps include gambling-like features. Examples include random rewards, loot boxes, and microtransactions. This raises a concern: how do these games influence young people’s behavior and their future relationship with gambling?

Game features and addictive behavior

Mobile games with random rewards and chance mechanics are designed to keep users hooked for long periods. Loot boxes are one of the most popular elements. They offer surprise rewards ranging from cosmetic items to gameplay-affecting enhancements. The player pays real money or virtual currency to open a box without knowing what they will get. This dynamic is similar to slot machines or sports betting. These mechanics activate the brain’s reward system, releasing dopamine upon receiving or anticipating a reward. In young people, whose brains are still developing, constant exposure to these mechanisms can create psychological dependence and addictive behaviors. This could predispose us to seek similar rewards in the future. Worryingly, many young people do not recognize that they are participating in gambling-like activities, as these games are not presented as games of chance.

The normalization of chance and rewards

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Another worrying aspect is the normalization of random rewards. Game developers use designs that make players comfortable with uncertainty and lack of control over rewards. The more young people are exposed to these dynamics, the more natural it will seem for them to accept risk and chance as part of entertainment.

This can have lasting effects on their future behavior, especially in relation to gambling. Studies show that those who are exposed to these dynamics from an early age are more likely to participate in real gambling in adulthood. The constant presence of microtransactions and loot boxes in popular games has led many to question whether young people are being subconsciously groomed to engage in more formal gambling in the future.

The fine line between gambling and gambling

It is important to note that not all games with loot boxes or microtransactions should be considered gambling. However, the line can be blurry, and in many cases, the similarities are worrying. Obtaining random rewards and paying real money for chances to obtain valuable items creates clear parallels with gambling.

Furthermore, these practices are not well regulated in many countries. While gambling has strict laws, mobile games with similar elements often operate in a legal vacuum. This leaves young people vulnerable to prolonged exposure to risky behavior without them, or their parents, fully understanding the implications.

Whose fault is it?

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Given this situation, it is essential that both parents and the gaming industry take steps to protect young people from the harmful effects of these mechanics. Parents should educate themselves about the characteristics of the games their children play and monitor their use of microtransactions. Educating young people about the dangers of random rewards and the nature of gambling is also key.

On the other hand, the video game industry must take responsibility for implementing more transparent practices. Some companies have already begun to display the probabilities of rewards in loot boxes, but this may not be enough. Self-regulation is a good first step, but governments and institutions must also step in to regulate these practices more strictly.

Conditioned by gambling

The increasing presence of gambling-like behaviors in mobile games raises serious concerns about their long-term impact on young people. Exposure to loot boxes and microtransactions can condition a new generation to engage in gambling activities. Parents, educators and the industry must come together to create safer gaming environments that do not exploit the vulnerability of young people.

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