Children and young people are at risk of financial and emotional harm from in-game purchases, new research shows.

In the report Between Gaming and Gambling: Children, Young People, and Paid Reward Systems in Games, academics from Newcastle and Loughborough Universities found there are risks for young video game players who make in-game purchases, such as buying a loot box or battle pass.

Loot boxes are features in video games which are accessed through gameplay, or purchased with in-game items, virtual currencies, or directly with real-world money. They often appear as virtual treasure chests, crates, or card packs and contain highly collectible items such as skins (a graphic download which changes the appearance of characters in video games) or weapons.

The report’s lead author Dr James Ash, Reader in Technology, Space and Society at Newcastle University said: “Children and young people are spending increasing amounts of time and money on gaming. Our research demonstrates the dangers of in-game purchasing, especially when game developers actively use techniques drawn from gambling to encourage children and young people to buy in-game items

Dr Sarah Mills, Reader in Human Geography at Loughborough University said: “Parents and carers feel stuck in a vulnerable position. They want to safeguard their children from potential harm and risks but are under pressure because of the popularity of digital games, especially within friendship groups both on and off the playground. This research shines a light on some hidden pressures within households that impact the lives of children, young people and families.”

YGAM is an award-winning education charity that delivers a portfolio of education programmes to help safeguard children and young people against gaming and gambling harms.

Kev Clelland, Director of Insight and Engagement at YGAM, said: “We’re seeing more parents, teachers and others who work with young people becoming increasingly concerned about some of the chance-based mechanisms used in video games. In 2022, you will struggle to find a young person who does not game. These findings further emphasise the need for more awareness and understanding on these topics and education programmes like ours have an important role to play.”

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