Study Links Video Game Purchases to Gambling Issues in Youth
A comprehensive study conducted in Norway has established a concerning connection between video game purchases and gambling problems among adolescents aged 12 to 17. The research, led by Professor Ståle Pallesen at Spillforsk of the University of Bergen, highlights the risks associated with purchasing loot boxes and betting on in-game skins.
Key Findings of the Study
The survey, which included responses from over 9,000 young people in 2025, revealed alarming statistics. Approximately 27.7% of respondents reported having purchased loot boxes in the last year, while 29.4% admitted to buying in-game skins. Additionally, 15.5% of participants engaged in skin betting. Among these youths, 18.8% had gambled within the same timeframe, with notable differences between genders: 27.7% of boys compared to only 9.3% of girls. The trend was similar for loot box purchases, where 45% of boys reported participation versus 9% of girls.
The study indicated that those involved in these activities had a significantly higher likelihood of experiencing both gaming and gambling problems. Factors contributing to these issues included experiences of bullying, poor health, low life satisfaction, and substance use, alongside limited parental support. Overall, 7.1% of the participants met the criteria for gambling problems, while 15% exhibited issues related to computer gaming.
Broader Implications and Expert Insights
This research aligns with earlier findings that suggest a troubling link between in-game purchases and gambling among minors. A separate study from the University of Sydney earlier this year noted that in-game spending mechanics in platforms like Roblox can mislead children, prompting comparisons between these purchases and gambling.
Professor Ståle Pallesen pointed out that simulated gambling experiences can expose young individuals to gambling behaviors. He noted that such games can teach adolescents technical skills related to gambling, creating a misleading perception that winning is straightforward. This exposure could pose greater risks as they transition into adulthood and more traditional forms of gambling.
Atle Hamar, director of the Lottery and Foundations Authority, expressed concern regarding activities resembling gambling, such as loot boxes and skin betting. He referred to these as potential gateways into gambling, warning that they could contribute to an increase in gambling issues among the youth. Hamar emphasized the addictive nature of these games and underscored the importance of the existing 18-year age restriction.
As this research unfolds, it raises critical questions about the regulation of in-game purchases and their implications for adolescent health. The findings serve as a call to action for parents, educators, and policymakers to address the potential dangers associated with these gaming practices and to safeguard the well-being of young people.