In particular, a study by the Gambling Health Alliance reveals that 31% of British players do not keep track of their loot box spending. 23% of players aged 11 to 16 have already paid for this kind of content.
At the time when it was not possible to go through a search engine to unlock in a game, in addition to specialized magazines and friends, players went through telephone services. Depending on the help needed, communications cost more or less, and often more to parents than to the players themselves.
Today, the internet can quickly take the frustration out of feeling stuck, but young gamers can still cause problems for their parents even after they've bought them for a game – through in-app purchases.
23% of British players aged 11 to 16 have already bought “loot boxes”
On the UK side, the Gambling Health Alliance surveyed 611 young people from England, Scotland and Wales. The goal was to understand the use, by this public, of “loot boxes”, those surprise pockets asking for real money to be acquired.
We learn, via GamesIndustry.biz , that 23% of young people aged 11 to 16 have already spent money on “loot boxes”, with 34% of respondents indicating having paid for this content before turning 13. Thank you for the absence of age restrictions for this type of purchase.
Perhaps more maddeningly, 31% of players do not remember the sums invested in these “loot boxes”, when 33% say they are now comfortable with these expenses. Respondents replied that on average a “loot box” costs between one and three pounds (more or less the same in euros), but some may ask to pay up to 20 pounds (22 euros) per unit.
11% said they buy “loot boxes” on a daily and weekly basis. More of them, 27%, limit themselves to monthly purchases. Weekly players say they spend up to £ 5 (nearly $ 6), and nearly one in ten gamers say they spend between £ 11 and 20 per week ($ 12 – $ 22).
Possibly more serious, 13% of payers found themselves in debt, and 15% confessed to stealing the money from their parents.
This study is part of a campaign calling for the classification of “loot boxes” in the category of games of chance. The Royal Society for Public Health, on which the Gambling Health Alliance depends, made the same request in a similar report released last year.