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

Source of this Article 2 hours ago 4

A recent study in Norway, examining adolescents aged 12–17, has revealed that engaging in computer gaming is linked to notably higher rates of gambling problems among youth. The study specifically highlights the dangers of buying loot boxes and betting on in-game skins.

A Link Between Video Game Purchases and Harmful Gambling

The study, carried out by Spillforsk at the University of Bergen under the leadership of Professor Ståle Pallesen, surveyed 9,000 young people in 2025. Results showed that 27.7% of respondents had purchased loot boxes in the past year, 29.4% had bought in-game skins, and 15.5% had engaged in skin betting.

The study also found that 18.8% of participants had gambled in the past year, with marked gender differences: 27.7% of boys compared to 9.3% of girls. Similar trends appeared in loot box purchases, with 45% of boys and 9% of girls reporting such activity. Young people who took part in these activities were significantly more likely to experience both computer gaming and gambling problems.

Additionally, the study highlighted several risk factors linked to gaming and gambling problems, such as experiences of bullying, poor health, low life satisfaction, consumption of alcohol, tobacco, and energy drinks, and limited parental support. In total, 7.1% of participants met the criteria for gambling problems, while 15% exhibited issues related to computer gaming.

Spillforsk’s study isn’t the only one that has seemingly found a link between in-game purchases and gambling, and how it affects young people. Earlier this year, for example, a study by the University of Sydney found that in-game spending features in Roblox can confuse children, and many parents and children have likened in-game purchases to gambling. 

Officials Comment on the Findings

Professor Ståle Pallesen noted that simulated gambling exposes young people to gambling behaviors, teaching them the technical skills while presenting a distorted reality in which winning seems easy. He emphasized that this becomes particularly problematic as these youths grow older and encounter other forms of gambling.

Meanwhile, Atle Hamar, director of the Lottery and Foundations Authority, said that activities resembling gambling, such as loot boxes and skin betting, serve as a gateway to gambling. He expressed concern that this could increase the number of young people developing gambling problems. Hamar also highlighted the risks of such games for this age group, noting their high addictive potential and the existing 18-year age restriction.



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