University of Plymouth

09/05/2025 | Press release | Distributed by Public on 09/05/2025 04:01

Why do young people buy loot boxes in video games

The first tool designed to understand why young video gamers purchase loot boxes - digital items in games that offer random rewards after purchase - could potentially help identify early signs of gaming-related harms, researchers have said.
Recent estimates have suggested that 89% of children and young people are now playing video games, and the gaming industry is projected to be worth $321 billion by 2026.
Such increases have prompted NHS England to raise concerns about loot boxes exposing children and young people to gambling-like experiences, and some countries have already introduced regulations.
As such, the new study provided a detailed examination of the youth Reasons and Facilitators for Loot box Engagement (yRAFFLE) scale, which is designed to provide answers to the growing - but presently unanswered - concerns around the motivations of children and young people who buy chance-based items in games.
The research involved 506 young people aged between ten and 14, who completed a survey about the reasons behind their loot box purchases.
It found that enhancement - buying loot boxes to increase enjoyment or excitement - was the strongest motivation, but that distraction/compulsion and fear of missing out (also referred to as FOMO) also showed strong relationships with potentially problematic gaming.
The study is published in the BMC Digital Health journal as part of a special edition on Digital Gaming and Health. It was conducted by researchers from the University of Plymouth and the University of Wolverhampton, and builds on extensive previous research in Plymouth linking loot boxes to problem gambling in adults.
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