
Ten Years After the OECD's Warning: Bias Against Boys in Schools Still Ignored
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Researchers have developed an innovative tool aimed at understanding the reasons behind young gamers' purchases of loot boxes--digital items that provide random rewards in video games. This initiative is particularly timely as concerns grow regarding the potential gambling-like experiences that loot boxes may create for children and adolescents.
With nearly 89% of children and young people engaging in video gaming, and the industry forecasted to reach a value of $321 billion by 2026, the implications of loot box mechanics have prompted health organizations like NHS England to express apprehension. The rise in gaming and the associated risks have led some countries to implement regulations to safeguard younger audiences.
The new study introduces the youth Reasons and Facilitators for Loot Box Engagement (yRAFFLE) scale. This tool aims to address the pressing need to understand the motivations driving youth purchases of chance-based game items. The findings have been published in the peer-reviewed journal BMC Digital Health.
The research involved a survey of 506 participants aged between ten and 14 years, exploring the underlying reasons for their loot box purchases. Results indicated that the most significant motivation was enhancement, where players buy loot boxes to amplify their enjoyment and excitement. Additionally, factors such as distraction/compulsion and fear of missing out (FOMO) were also closely linked to potentially problematic gaming behaviors.
Conducted by scholars from the University of Plymouth and the University of Wolverhampton, this study builds upon previous research conducted in Plymouth that identified connections between loot boxes and problem gambling in adults. The researchers emphasize the importance of understanding youth motivations, as young people may be more susceptible to the negative consequences associated with gaming.
According to Dr. Ryan Statton, a Research Fellow in Psychology, loot boxes generate substantial revenue for the gaming industry. While motivations for adult purchases are somewhat understood, there has been a lack of insight into the reasons behind youth engagement with these features. This understanding is crucial, given the heightened vulnerability of younger individuals to gaming-related harms.
Professor Helen Lloyd, Associate Head of School for Internationalisation, pointed out that while the research does not imply that all loot box purchases are harmful, it provides a scientifically grounded method to identify early indicators of risk. This knowledge could inform educational interventions and contribute to policy discussions aimed at protecting young gamers.
The study confirmed that the same seven core motivations identified in adult gamers--enhancement, progression, social pressure, distraction/compulsion, altruism, fear of missing out, and resale--also apply to younger players. This validation is part of a broader investigation into the interplay between loot box purchases, gaming habits, personality traits, and psychosocial functioning among adolescents in Key Stage 2 and 3.
Dr. James Close, an Associate Professor in Medicine and Psychology, stressed the significance of understanding the mechanisms that may lead to gaming-related harm, as this is essential for developing effective preventive measures, especially tailored for younger audiences.
For further details, the study can be accessed in full within the specified journal issue.
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