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Gaming 'loot boxes' linked to problem gambling

<p dir="ltr">Gamers who purchase 'loot boxes' - digital treasure chests filled with random items that you buy in games using real-world currency - are more likely to have a problem with gambling, according to new research.</p> <p dir="ltr">A study published in <em><a href="https://doi.org/10.1080/16066359.2022.2141717" target="_blank" rel="noopener">Addiction Research &amp; Theory</a></em> has found that 57 percent of adults surveyed who had bought loot boxes had gambled in the same year, compared to 37 percent of a control group who hadn't bought the virtual items.</p> <p dir="ltr">While previous studies have found a link between loot box purchasing, gambling and problem gambling, this study explored whether this link was due to psychological risk factors for gambling, such as childhood neglect, emotional distress, and the tendency to act rashly when upset.</p> <p dir="ltr">After analysing the purchase history and questionnaires of 1,189 Canadian university students, along with 499 adults recruited from the community, they found that a similar proportion of the students and adults had bought loot boxes, with an average spend between $90.63 and $240.94 respectively.</p> <p dir="ltr">Among the students, 28 percent of loot box-purchasers also gambled, in comparison to 19 percent of those who hadn't bought any loot boxes.</p> <p dir="ltr">Students who reported buying more loot boxes and other 'riskier' habits were also more likely to have a gambling habit.</p> <p dir="ltr">While this wasn't seen in the adult group, the authors argue this may be due to the small sample size.</p> <p dir="ltr">"Findings indicate that loot box purchasing represents an important marker of risk for gambling and problem gambling among people who play video games," Sophie Coelho, a PhD student at Toronto’s York University, said.</p> <p dir="ltr">"The persistent associations we observed between loot box purchasing and gambling may provide preliminary support for the role of loot boxes as a 'gateway' to gambling and eventually problem gambling.</p> <p dir="ltr">"Loot boxes may prime people to gamble and increase susceptibility to problem gambling."</p> <p dir="ltr">As for the role of gambling risk factors, the authors found that adverse childhood experiences, like abuse and neglect, were "most consistently associated with an increased likelihood of past-year gambling and greater problem gambling".</p> <p dir="ltr">They concluded that those with troubled upbringings have a "heightened vulnerability" to develop a gambling problem.</p> <p dir="ltr">“This may be compounded by engaging with gambling-like features embedded in video games, such as loot boxes," they added.</p> <p dir="ltr">Loot boxes, also called loot or prize crates, have become the subject of controversy recently, with concerns that their use of random chance to give players randomised weapons, armour, and items they can use to customise their character could be a form of gambling.</p> <p dir="ltr">In some games, loot boxes became a way to “pay to win”, with items that can affect gameplay and offer a competitive advantage, driving players to pay for more loot boxes to get items that allow them to compete with other players.</p> <p dir="ltr">Some countries have begun to introduce laws to regulate loot boxes, with Belgium and the Netherlands banning loot boxes altogether.</p> <p dir="ltr">In Australia, a law to restrict the use of loot boxes in games aimed at children has been proposed which could see games with loot boxes given a rating of R18+ or RC (“Refused Classification”, so they can't be sold in Australia) and carry warning labels.</p> <p><span id="docs-internal-guid-41c670f4-7fff-2eee-57fa-2721a448cf6e"></span></p> <p dir="ltr"><em>Image: Sameboat, CC BY-SA 4.0 (Wikimedia Commons)</em></p>

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Retiree figures out how to win the lotto

<p dir="ltr">A retired couple have beaten possibly all odds when it comes to winning the lottery thanks to “simple math”.</p> <p dir="ltr">Jerry and Marge Selbee from Evart, Michigan, are multimillionaires because of a loophole in the gambling game.</p> <p dir="ltr">After retiring in 2003, Jerry decided to follow the lotto closely and discovered that it's easier than he thought to win, saying, “Anyone could have done it.”</p> <p dir="ltr">The retiree inspected the game called WinFall and found that if no one won the jackpot of US$5 million ($7 million AUD), then the money would go to ticket holders with fewer winning numbers.</p> <p dir="ltr">"I looked at the probabilities of the game and it said that when the WinFall actually occurred and no one won the jackpot, that the prize level would go up by a factor of 10," Jerry said on <a href="https://9now.nine.com.au/60-minutes/jerry-and-marge-go-large-lotto-tips-selbee-how-retired-couple-won-39-million/1e5093b5-be35-400f-a142-8ecdf0c289d0" target="_blank" rel="noopener">60 Minutes</a>.</p> <p dir="ltr">"US$50 for a three-number winner and US$1,000 for a four-number winner and the odds were one in, one in 56 and a half for a three-number winner and one in 1032 for a four-number winner."</p> <p dir="ltr">Jerry went on to explain that part of the problem when it comes to playing the lotto is that people think it is structured.</p> <p dir="ltr">"I did not have to be lucky to win. I had to be unlucky to lose."</p> <p dir="ltr">Almost akin to placing a bet on himself, Jerry decided to test his theory and realised that he was right – and quickly came clean to his wife Marge who was all for it.</p> <p dir="ltr">The couple would buy hundreds of thousands of tickets for the WinFall game – but disaster eventually struck when no more tickets were sold in their hometown.</p> <p dir="ltr">Soon the pair had to drive 15 hours to Massachusetts to keep winning a similar style of lottery with the same "loophole" structure, but it was something they were both keen to do.</p> <p dir="ltr">Eventually, they were caught out by investigators but Jerry and Marge were in fact not doing anything illegal.</p> <p dir="ltr">Their story eventually became well known to the point that a film is being made for streaming service Paramount+ and will feature Breaking Bad’s Bryan Cranston.</p> <p dir="ltr">Despite their lifetime of winnings – in the many tens of millions over the years – Jerry and Marge remain quite humble, spending their money on education for their grandchildren and great-grandchildren.</p> <p dir="ltr"><em>Images: Nine</em></p>

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Gaming or gambling: study shows almost half of loot boxes in video games constitute gambling

<div class="copy"> <p>The Australian Senate has <a href="http://trade-media.com.au/news/read/australian-senate-passes-motion-investigate-loot-boxes/">passed a motion to investigate</a> whether purchasable random rewards in video games (known colloquially as loot boxes) constitute a form of gambling and whether they are appropriate for younger players.  </p> <p>Our recent <a href="https://rdcu.be/ZXTg">paper</a>, which was cited in the senate motion, explores exactly these questions.</p> <p>We found that the loot boxes in almost half (45%) of the 22 games we analysed met the criteria to be considered psychologically similar to gambling, even though they are rated as appropriate for adolescent players under the age of consent for gambling.</p> <h2>What is a loot box?</h2> <p>Loot boxes are digital containers of randomised rewards, and are available in a number of video games.</p> <p>The box may contain rewards ranging from cosmetic items which alter the appearance of in-game characters to functional items that increase the player’s power in some way (for example a gun that fires faster or does more damage).</p> <p>In our research, we sought to answer two questions: are loot boxes like gambling and, if so, what should be done about it?</p> <p>First up, we want to clarify that video games are not evil.</p> <p>Games companies are not evil. Making money from video games is not evil.</p> <p>And playing video games with loot boxes is unlikely to result in young people flocking in great numbers to casinos.</p> <p>However, simultaneously, it may also be true that loot boxes represent a troubling and potentially inappropriate monetisation strategy, with the potential to cause short and long-term harm to some players.</p> <p>Our intent is to educate readers about loot box mechanisms, and promote a reasoned, evidence-based discussion about ethical practice in video games.</p> <p>Loot box rewards may be highly desirable or valuable (for example, a particularly valuable cosmetic item or very powerful weapon), or virtually useless and undesirable (items referred to as “vender trash”).</p> <p>Most importantly, the contents of the box are determined by chance.</p> <p>Some (but not all) loot boxes are purchasable for real money.</p> <p>In some cases, items earned from a loot box can also be “cashed out” for real world money.</p> <h2>The gambling problem</h2> <p>The problem is that spending real money on a chance outcome that results in some people “winning” and others “losing” is fundamental to gambling activities.</p> <p>Thus, we analysed the loot box features in 22 console and PC games released in 2016 and 2017, with a view to understanding how psychologically similar they were to gambling.</p> <p>We used five criteria to distinguish gambling from other risk-taking activities.</p> <p>These have been developed by Nottingham Trent University psychologist <a href="https://www.ntu.ac.uk/staff-profiles/social-sciences/mark-griffiths">Mark Griffiths</a> in his work on behavioural addictions and gambling disorders.</p> <p>To be considered psychologically similar to gambling, loot boxes must involve:</p> <ul> <li>an exchange of money or valuable goods takes place</li> <li>an unknown future event determines the exchange</li> <li>chance at least partly determining the outcome</li> <li>non-participation avoiding incurring losses</li> <li>winners gaining at the sole expense of losers.</li> </ul> <p>We took a reasonably strict interpretation of the final criterion; assuming that people only “won” if they gained some form of in-game competitive advantage (for example more powerful weapons).</p> <p>Arguably, this approach ignores the subjective value that might be created by the scarcity of, or player preference for, certain cosmetic items.</p> <p>However, it appeared to us to most closely resemble Griffiths’ intent.</p> <p>Loot boxes in just under half of the games (45%) met all five of Griffiths’ criteria and, thus, could be considered psychologically akin to gambling.</p> <p>All of the loot boxes operated on a variable ratio reinforcement schedule – a technical term for a reward given to a person on average every so many times they engage in a particular behaviour.</p> <p>This type of reward schedule results in people quickly learning new behaviours (for example buying loot boxes) and repeating them often in the hope of receiving a <a href="http://journals.sagepub.com/doi/full/10.1111/j.1467-9280.1990.tb00220.x">reward</a>.</p> <p>The strategy is effective because the next time a box is opened it might be the “big win”.  </p> <p>Perhaps most concerning was the fact that at least five of the games had mechanisms available to on-sell virtual items, allowing players to cash out their winnings (though four of these five had terms and conditions explicitly prohibiting this).</p> <p>The ability to cash out winnings is something that many consider a legal requirement for an activity to be considered gambling.</p> <p>Although the legality of loot boxes is a question for individual regulators and governments, exposure to mechanisms which closely mimic gambling in a psychological sense is concerning to us, especially since all of the games we examined were rated as appropriate for those under the age of consent for gambling.</p> <p>The short and long-term consequences of engaging with these mechanisms are unknown.</p> <p>Plausibly, short-term consequences may include overspending on loot boxes.</p> <p>The potential for long-term consequences also concerns us because males (a <a href="http://www.theesa.com/wp-content/uploads/2017/09/EF2017_Design_FinalDigital.pdf">particularly large group within gamers</a>) exposed to gambling when young are particularly at <a href="https://link.springer.com/article/10.1007%2Fs10899-008-9088-6">risk of developing problematic gaming behaviours</a>.</p> <h2>What to do about it</h2> <p>There is cause for hope. Electronic Arts (one of the largest game studios in the world) has recently announced the <a href="https://variety.com/2018/gaming/news/no-loot-boxes-anthem-1202838734/">removal of loot boxes</a> from upcoming titles.</p> <p>This suggests the games industry is taking consumer and expert feedback seriously, and may take steps to self-regulate.</p> <p>In our view, this is the optimal solution, given the diverse policy landscapes across the countries in which video games are sold.</p> <p>Where industry is not willing to self-regulate, and loot boxes are most similar to gambling, regulators may need to consider additional steps, although this should be undertaken selectively.</p> <p>Belgium and the Netherlands have <a href="https://www.eurogamer.net/articles/2018-04-25-now-belgium-declares-loot-boxes-gambling-and-therefore-illegal">declared at least some loot boxes to be illegal</a>, while the US and UK have decided that they are <a href="https://www.bbc.com/news/technology-43906306">not a form of gambling</a>.</p> <p>As noted above, the Australian Senate unanimously supported a vote on the 28th of June to refer an inquiry into the legality of loot boxes in video games to the <a href="http://trade-media.com.au/news/read/australian-senate-passes-motion-investigate-loot-boxes/">Environment and Communications References Committee</a>.</p> <p>Most importantly, we recommend that loot box mechanics should be added to content warnings to give users and parents the information they need to properly assess whether particular games are appropriate for themselves or their children.</p> <p>Ensuring that users can make well informed decisions about the appropriateness of content remains one of the strongest consumer defences.</p> <p>We hope that this work will form the basis for a well-reasoned, evidence-based policy discussion about ethical and sustainable practices in video games.</p> <p>Our intent is not to stigmatise games or gamers, but to spark a discussion about what mechanisms are and are not appropriate for particular audiences, games and the industry more broadly.</p> <p><em>Image credit: Shutterstock</em></p> </div> <div id="contributors"> <p><em>This article was originally published by <a rel="noopener" href="https://cosmosmagazine.com/people/social-sciences/gaming-or-gambling-study-shows-almost-half-of-loot-boxes-in-video-games-constitute-gambling/" target="_blank">cosmosmagazine.com</a> and written by The Conversation.</em></p> </div>

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Man named ‘Gambles’ wins lottery twice with same numbers

<p>Larry Gambles, a 65-year-old man from US state Illinois, has won the lottery twice in nine years, incredibly using the same numbers on each occasion.</p> <p>The aptly-named Gambles was overjoyed to hear that he had won the $1.3 million Lucky Day Lotto and spoke of his strategy when presenting his winning ticket.</p> <p>“Nine years ago, I won $50,000 playing the numbers from the jerseys of my high school basketball team,” Gambles told the Lottery. “I can’t believe they paid off again!”</p> <p>Gambles is a retired school administrator and plans to share the winnings with friends and family. When asked about his strategy for success, the now two-time winner said, “Pick your favourite numbers and stick with them. It worked for me!”</p> <p>What an incredible story, and it seems as though he’ll put that money to a good cause. Do you know anyone who’s been lucky enough to win the lottery?</p> <p>Share your story in the comments. </p> <p><strong>Related links: </strong></p> <p><span style="text-decoration: underline;"><strong><em><a href="/travel/international-travel/2016/06/senior-female-solo-travellers-on-the-rise/">Senior female solo travellers on the rise</a></em></strong></span></p> <p><span style="text-decoration: underline;"><strong><em><a href="/travel/international-travel/2016/06/10-of-the-best-travel-photos-from-2016-so-far/">10 of the best travel photos from 2016 so far</a></em></strong></span></p> <p><span style="text-decoration: underline;"><strong><em><a href="/travel/international-travel/2016/06/beautiful-european-cities-you-never-thought-to-visit/">15 beautiful European cities you never thought to visit</a></em></strong></span></p>

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