Transition from Video Game Loot Boxes to Casino Games – A Survey for Players
Siitonen, Aapo (2024)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024052113918
https://urn.fi/URN:NBN:fi:amk-2024052113918
Tiivistelmä
This thesis explores the potential factors contributing to the transition from video game loot boxes to casino wagering, with a focus on players aged 18–25. The rising popularity of loot box mechanics in video games has sparked debates worldwide regarding loot boxes' resemblance to gambling and the possible negative consequences, especially when exposed to the younger demographic.
The survey was conducted online at the beginning of 2024 and had a 2-month answering period. The survey consisted of 31 questions aimed to assess participants' habits related to their gambling habits on loot boxes and casino games. There were 27 participants in the survey, all of whom were male, aged 19–59. Most of the participants had been involved in gaming for more than six years (82%). By analyzing the age groups at which participants engage in loot box and casino activities, the study indicated that participants begin opening free loot boxes as young as 10 to 13 (41%). However, as participants start to pay for loot boxes, the dominant age group shifts to 14 to 17 (52%). Similarly, the most dominant group of casino players falls within the 18 to 19 age range, although ages 15 to 17 are also represented (19%).
This study showed that there are differences in amounts lost and won in a single day between casino and loot box gambling. While multiple winnings exceeded €301 in both forms of gambling, the losses incurred in loot boxes rarely surpassed €101. In contrast, nearly half of the casino gamblers lost over €100 in a day, revealing a vast difference in risk levels between the two activities. This discrepancy may be attributed to the fact that casinos often disclose their "return to player" (RTP) rates, potentially encouraging players to exceed their limits in pursuit of the promised RTP, when loot box players may give up more quickly due to the absence of guaranteed returns.
The study identified key motivations, such as the chance of winning and entertainment, as reasons for participants to start engaging in both casino and loot box gambling. Peer pressure was not an important factor, yet participants were more likely to engage in casino games if their friends were also engaged in them (82%), indicating a potential influence of fear of missing out (FOMO).
The thesis contributes to the continuous discussions about the potential risks associated with loot box mechanics and their impact on the gaming ecosystem. Ultimately, the research highlights the importance of understanding these trends to inform responsible gaming practices.
The survey was conducted online at the beginning of 2024 and had a 2-month answering period. The survey consisted of 31 questions aimed to assess participants' habits related to their gambling habits on loot boxes and casino games. There were 27 participants in the survey, all of whom were male, aged 19–59. Most of the participants had been involved in gaming for more than six years (82%). By analyzing the age groups at which participants engage in loot box and casino activities, the study indicated that participants begin opening free loot boxes as young as 10 to 13 (41%). However, as participants start to pay for loot boxes, the dominant age group shifts to 14 to 17 (52%). Similarly, the most dominant group of casino players falls within the 18 to 19 age range, although ages 15 to 17 are also represented (19%).
This study showed that there are differences in amounts lost and won in a single day between casino and loot box gambling. While multiple winnings exceeded €301 in both forms of gambling, the losses incurred in loot boxes rarely surpassed €101. In contrast, nearly half of the casino gamblers lost over €100 in a day, revealing a vast difference in risk levels between the two activities. This discrepancy may be attributed to the fact that casinos often disclose their "return to player" (RTP) rates, potentially encouraging players to exceed their limits in pursuit of the promised RTP, when loot box players may give up more quickly due to the absence of guaranteed returns.
The study identified key motivations, such as the chance of winning and entertainment, as reasons for participants to start engaging in both casino and loot box gambling. Peer pressure was not an important factor, yet participants were more likely to engage in casino games if their friends were also engaged in them (82%), indicating a potential influence of fear of missing out (FOMO).
The thesis contributes to the continuous discussions about the potential risks associated with loot box mechanics and their impact on the gaming ecosystem. Ultimately, the research highlights the importance of understanding these trends to inform responsible gaming practices.