Dr David Zendle – Written evidence (GAM0022)

Statement regarding loot boxes, video game-related gambling practices, and problem gambling

 

Who I am

Dr. David Zendle

Executive Summary

  1. Loot boxes are gambling-like mechanisms in video games. They are very widespread in modern video games
  2. Similarities between loot boxes and gambling have led researchers to theorise that loot boxes might cause problem gambling in gamers.
  3. Our research reveals that loot box spending is linked to problem gambling in both adults and adolescents
  4. Our research suggests that either loot boxes cause problem gambling, or they exploit problem gambling amongst gamers to generate massive profits
  5. We believe that regulation of loot boxes is appropriate
  6. Loot boxes are not the only way that video games and gambling are converging: A host of emergent practices combine elements of video games and gambling.
  7. Whilst novel, these practices are widespread, linked to problem gambling, and often unregulated in the UK.

We provide a point-by-point expansion of our executive summary below.

 

  1. Loot boxes are gambling-like mechanisms in video games. They are very widespread in modern video games
  1. Similarities between loot boxes and gambling have led researchers to theorise that loot boxes might cause problem gambling in gamers.
  1. Our research reveals that loot box spending is linked to problem gambling in both adults and adolescents
  1. Our research suggests that either loot boxes cause problem gambling, or they exploit problem gambling amongst gamers to generate massive profits
  1. We believe that regulation of loot boxes is appropriate
  1. Loot boxes are not the only way that video games and gambling are converging: A host of emergent practices combine elements of video games and gambling.
  1. Whilst novel, these practices are widespread, linked to problem gambling, and often unregulated in the UK.

 

References

[1]              D. Zendle and P. Cairns, “Video game loot boxes are linked to problem gambling: Results of a large-scale survey,” PLoS One, vol. 13, no. 11, p. e0206767, 2018.

[2]              D. Zendle, “Only problem gamblers spend less money when loot boxes are removed from a game: A before and after study of Heroes of the Storm,” Jun. 2019.

[3]              D. Zendle and H. Bowden-Jones, “Loot boxes and the convergence of video games and gambling,” Lancet Psychiatry, vol. 6, no. 9, pp. 724–725, 2019.

[4]              D. Zendle and P. Cairns, “Loot boxes are again linked to problem gambling: Results of a replication study,” PLoS One, vol. 14, no. 3, p. e0213194, Mar. 2019.

[5]              D. Zendle, P. Cairns, H. Barnett, and C. McCall, “Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win,” Comput. Hum. Behav., Jul. 2019.

[6]              D. Zendle, R. Meyer, and H. Over, “Adolescents and loot boxes: links with problem gambling and motivations for purchase,” R. Soc. Open Sci., vol. 6, no. 6, p. 190049, Jun. 2019.

[7]              D. Zendle, R. Meyer, S. Waters, and P. Cairns, “The prevalence of loot boxes in mobile and desktop games,” May 2019.

[8]              Juniper Research, “In-Game Gambling ~ The Next Cash Cow for Publishers,” Apr-2018. [Online]. Available: https://www.juniperresearch.com/document-library/white-papers/in-game-gambling-~-the-next-cash-cow. [Accessed: 15-Jul-2018].

[9]              S. C. Newman and A. H. Thompson, “A population-based study of the association between pathological gambling and attempted suicide,” Suicide Life. Threat. Behav., vol. 33, no. 1, pp. 80–87, 2003.

[10]              F. K. Lorains, S. Cowlishaw, and S. A. Thomas, “Prevalence of comorbid disorders in problem and pathological gambling: Systematic review and meta-analysis of population surveys,” Addiction, vol. 106, no. 3, pp. 490–498, 2011.

[11]              J. E. Grant, L. Schreiber, B. L. Odlaug, and S. W. Kim, “Pathological Gambling and Bankruptcy,” Compr. Psychiatry, vol. 51, no. 2, pp. 115–120, 2010.

[12]              A. Drummond and J. D. Sauer, “Video game loot boxes are psychologically akin to gambling,” Nat. Hum. Behav., pp. 530–532, Jun. 2018.

[13]              UK Gambling Commission, “Young People and Gambling: 2018 Report,” 2018. [Online]. Available: https://www.gamblingcommission.gov.uk/PDF/survey-data/Young-People-and-Gambling-2018-Report.pdf. [Accessed: 02-Jan-2019].

[14]              D. Zendle, “Gambling-like video game practices: Links with problem gambling and disordered gaming in a nationally representative sample,” PsyArXiv, preprint, Sep. 2019.

5 September 2019