Video Game Purchases Linked to Gambling Problems in Adolescents, Study Finds

Video Game Purchases Linked to Gambling Problems in Adolescents, Study Finds

Summary

A Norwegian study by Spillforsk at the University of Bergen, led by Professor Ståle Pallesen, surveyed around 9,000 adolescents aged 12–17 in 2025 and found a clear association between in-game purchases and higher rates of gambling problems. Key figures: 27.7% purchased loot boxes in the past year, 29.4% bought in-game skins, 15.5% engaged in skin betting, and 18.8% gambled at all in the past year. Overall, 7.1% met criteria for gambling problems and 15% showed problematic computer gaming behaviour. Boys reported substantially higher participation than girls (for example, 27.7% of boys gambled vs 9.3% of girls; 45% of boys bought loot boxes vs 9% of girls).

Key Points

  • The survey of ~9,000 Norwegian adolescents found strong links between buying loot boxes/skins and gambling problems.
  • 27.7% purchased loot boxes; 29.4% bought in-game skins; 15.5% took part in skin betting.
  • 18.8% gambled in the past year; gambling and gaming harms affected 7.1% and 15% of respondents respectively.
  • Marked gender gap: boys were far more likely to gamble and buy loot boxes than girls.
  • Risk factors associated with harm included bullying, poor health, low life satisfaction, alcohol/tobacco/energy drink use and limited parental support.
  • Researchers and regulators warn simulated gambling (loot boxes, skin betting) can normalise gambling behaviour and act as a gateway to further gambling.
  • Findings align with other recent research (e.g. University of Sydney) suggesting in-game spending can confuse children and mirror gambling mechanics.

Content summary

The article summarises a 2025 Norwegian survey linking in-game purchases — notably loot boxes and skin betting — with increased gambling and gaming problems among 12–17 year-olds. It reports prevalence statistics, highlights a pronounced gender difference, lists correlated risk factors, and includes comments from the lead researcher and Norwegian gambling authority about the gateway and addictive potential of simulated gambling features.

Context and relevance

This study adds to mounting international evidence that monetisation mechanics in modern games can blur the line between gaming and gambling for young people. With regulators worldwide already scrutinising loot boxes and similar features, the findings are relevant to parents, educators, game developers and policymakers considering age limits, consumer protections and harm-minimisation measures.

Author’s take

Punchy: this isn’t just industry noise — the numbers are big enough to matter. If you work in policy, child welfare or the games industry, this study should sharpen your focus on monetisation mechanics that look and behave like gambling.

Why should I read this?

Quick and real: if you care about kids or the future of gaming regulation, read this. It shows loot boxes and skin betting aren’t harmless extras — they’re linked to measurable harm, especially for boys, and come with familiar risk factors (bullying, poor wellbeing, substance use). Saves you the time of digging through the full paper while giving the headline stats and what they mean for policy and parents.

Source

Source: https://www.gamblingnews.com/news/video-game-purchases-linked-to-gambling-problems-in-adolescents-study-finds/

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