Study finds gambling elements in video games lead to increased gambling among teens

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Teenagers exposed to gambling elements in video games are more likely to engage in real-world gambling later in life, according to a long-term study conducted by the Media Culture and Policy Lab of KU Leuven, in collaboration with UGent and UCLL University College. This research, the first of its kind in Flanders, highlights the influence of simulated gambling in video games on young players’ future behaviours.

The mechanics of gaming and gambling

Features such as prize wheels that offer special in-game equipment or treasure chests that help players progress faster are examples of gambling mechanics integrated into video games. These elements, whether paid or free, include loot boxes—surprise packages containing random game items—casino-style games and gambling-themed videos created by streamers or influencers.

To explore the impact of these mechanics, researchers tracked the gaming habits of 2,300 young people aged 12 to 17 over three years. In each round of the study, a subset of 500 participants was closely monitored. Among the respondents, over 80 per cent identified as regular gamers, and 60 per cent reported participating in gambling activities within the past year despite gambling being prohibited for minors in Belgium. Common activities included betting with friends (35 per cent) and playing scratch cards (33 per cent).

The study revealed a clear progression: exposure to simulated gambling in video games increased participants’ intention to gamble and their likelihood of engaging in real gambling behaviour a year later. “The effect went in that direction, not the other way around,” explains Professor Rozane De Cock of KU Leuven. “Young people exposed to gambling mechanics in video games during the first round of research were more likely to exhibit gambling behaviour later on. However, we didn’t find evidence that prior real-world gambling led them to seek out gambling features in video games.”

This trend extended beyond the games themselves. Influencers and streamers on platforms such as Twitch and Kick also play a role. “Game streamers often use flashing images and attractive music while discussing loot boxes. Young people are constantly at risk of exposure,” De Cock adds. This dual exposure—inside and outside the gaming environment—compounds the issue. “Even though only a small percentage of young people exhibit problematic gambling behaviour, it’s dangerous to open the gate.”

Addressing the problem

To combat these risks, De Cock suggests a multi-pronged approach. First, the gaming industry must take greater responsibility for the content it offers. Second, existing legislation needs stricter enforcement. While loot boxes are technically banned in Belgium, young people can bypass these restrictions using tools like VPNs.

Finally, De Cock underscores the importance of parental involvement. “We encourage parents to talk to their children about gaming and gambling and to set boundaries,” she says. “Banning online games outright isn’t the solution. The online gaming community is crucial for young people to feel connected to others.”


#FlandersNewsService | © PHOTO IMAGEBROKER


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