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Gambling, Gaming & Technology Use Community of Interest

The Gambling, Gaming & Technology Use Community of Interest brings together addiction and mental health service providers, researchers and subject matter experts in the fields of gambling, technology/Internet use and video gaming to collaborate and share knowledge on emerging trends and clinical best practices.

Tagged With "loot boxes"

Discussion Topic

"Are video game transactions too much like gambling?"

Registered Member ·
Here is a link to the article in the Toronto Star: https://www.thestar.com/entertainment/gaming/2018/06/19/are-video-game-transactions-too-much-like-gambling.html One of the things that I said in the interview for the article that I wish the writer would have included, was that even though the transactions may not meet the technical definition of gambling, the fact that people may not get the item they want when they purchase something in a loot box, may result in them going back multiple...
Discussion Topic

"Loot Boxes" - gambling or not?

Registered Member ·
We have seen a rise in gaming/skill-based elements in gambling, and an increase in gambling-related elements in online gaming over the years. There are growing concerns surrounding the blurred lines between gambling and gaming, which is likely to become more widespread given the rise and reliance of technology (King et al., 2015). One such technological development is the emergence of "loot boxes" in various video games, which is a type of micro-transaction that players can purchase (with...
Discussion Topic

RCMP Youth Trends Report Fall 2018

Registered Member ·
This was forwarded to me, via email, and i am passing it along. There is a lot of great information to help us understand our youth and technology better.
Discussion Topic

Gaming and gambling

Registered Member ·
Research has identified a link between loot boxes and gambling. Loot boxes are an in-game purchase that players can make that includes randomized items that they may value. This random element of loot boxes is similar to random outcomes in gambling and there have been concerns that loot boxes may put players at increased risk of problem gambling.
Discussion Topic

Google’s Play Store starts requiring games with loot boxes to disclose their odds

Registered Member ·
Detailed in an article published last week in The Verge , Google Play Store (Google's app store) will require app developers to disclose the odds of winning a prize through loot boxes in their games by September 1. Loot boxes are virtual items that players can purchase for a chance to win a prize, such as a "skin" (a cosmetic element that doesn't affect the outcome of a game, like a new outfit for your character). This new policy would also include free-to-play games that offer loot boxes,...
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Re: Gaming and gambling

Registered Member ·
Thanks for sharing this interesting article, Steve! This study showed that as problem gambling severity increased (in adults), so did in-game spending on loot boxes. These findings lead to even more questions, including the effects on youth with and without gambling problems, the role of loot boxes in introducing youth to gambling, and the impact that evidence-based legislation can have on preventing or limiting in-game loot boxes. What do others think?
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Re: Gaming and gambling

Registered Member ·
Interesting research! The Australian Government is currently conducting a commission into loot-boxes (microtransactions for chance based items). You can read a number of interesting submissions (including my own ) on the topic. The Australian Government has also reached out to the Netherlands to clarify why they regulated lootboxes in games. Their response states: The Senate report is actually due today, but I haven't seen it yet. I've done quite a bit of work in this space. To those...
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Re: Gaming and gambling

Registered Member ·
I would absolutely be interested in your study of this area of gaming @Registered Member thank you
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Re: Gaming and gambling

Registered Member ·
Hi @Registered Member. Send me an email: steven@instituteofgames.com and i'll send you my working documents.
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Re: Google’s Play Store starts requiring games with loot boxes to disclose their odds

Registered Member ·
As a mother whose 12-year-old just spent $50 of his birthday money on loot boxes in Overwatch, having some idea of the odds of his getting the skin of his dreams would definitely have given me a better argument to dissuade him from doing this. Letting people - usually kids - know the odds would bring into focus the idea that this is gambling, and spark conversations in families that may be less aware. I do think that this kind of gambling is insidious for youth. For this reason, regulation...
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Re: Google’s Play Store starts requiring games with loot boxes to disclose their odds

Registered Member ·
Publishing the odds is very important, however I hope that these odds would be presented in easy to understand terms, instead of just numerically. We have found that just indicating the odds numerically makes it difficult to have a real understanding of what this means (for adults as well as youth). Using descriptors in easy to understand terms that are accessible and not in small print and difficult to locate would be required.
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Re: "Loot Boxes" - gambling or not?

Registered Member ·
I’d like to share some thoughts on the differences between loot boxes and gambling: You always GAIN something from loot boxes. Whereas in gambling, there is also the possibly that you may LOSE as well. You can’t gain financially from loot boxes as you do in gambling. Putting money into a loot box never gives you money in return like gambling does. Even though these two things don’t match the criteria for gambling that you listed in this tread, they are two significant differences. In this...
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Re: Addicted to Fortnite? Montreal law firm says video game company should pay up

Registered Member ·
I agree that transparency around risks from developers would be beneficial for consumers. Something like pop-up messages (similar to those in casinos) after playing for extended periods of time might be helpful and easy to implement. I think open conversations and advocacy with developers may lead to changes without regulation in any given jurisdiction (especially with video games being a global market). An example of where developers have started taking a step to help inform consumers in a...
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Re: Are "Free" Video Games Really Free?

Registered Member ·
Great video. Thanks for sharing. Also, to note is that gamers are purchasing Skins (virtual goods) within a game, believing they enhance their online social status (they believe those who have attained many of these Skins must be better players) when they have no direct influence on the outcome of their game play. In terms of reducing or avoiding financial disaster, besides never giving a child their credit card, parents can help a child create a budget and use the child's earned or gifted...
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Re: What are your professional goals for 2019?

Registered Member ·
I would like to know more about the status of loot-box games and how they might be regulated in the future. Additionally, I would love to come across research on cross-over patterns of addiction between substances, behaviours (eating disorders, fitness) and gambling. How at risk is the problem gambler to developing another addiction during gambling sobriety?
Discussion Topic

Webinar: Apps, Traps and Roadmaps - The Latest in the Convergence and Strategies in Addressing Gaming & Gambling

Registered Member ·
This is a great webinar series I've been attending this month. The next session (tomorrow at 1pm) is super timely and I'm sure will be of interest to many of you. Details below: Maine Council for Problem Gambling / AdCare March 19, 2021 (1:00 - 2:30 PM EST) Apps, Traps and Roadmaps: The Latest in the Convergence and Strategies in Addressing Gaming & Gambling Presenter: Julie Hynes We have seen the convergence of video gaming and gambling for some time now, notably with things like loot...
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Re: Funding for Interventions

Registered Member ·
Hi Stephen It is great to read your post. Can you let me know where I could find a reference for this? Is it in legislation, an annual report or suchlike? It would be wise to add the reference to my report. Olive Olive M. Moase Policy Analyst, Health Policy and Programs Section, Health Policy and Programs Division, PEI Department of Health and Wellness, Sullivan Building, Room #307, 16 Fitzroy Street, P.O. Box 2000, Charlottetown, Prince Edward Island, Canada C1A 7N8 E-Mail:...
Event

YMCA - Game-Bling Webinar

Discussion Topic

A $25 Opportunity for Youth Gamers

Registered Member ·
The YMCA-Youth Gambling Awareness Program (YGAP) is looking for Canadian youth 18-26 years old to take part in a focus group on gaming and gambling. The purpose of the focus group is to examine the types of gaming and gambling activities that youth engage in and their experiences with loot boxes/loot crates/player packs, esports, gambling activities etc. Youth will be also presented with questions for an upcoming survey on youth gambling and gaming, and asked for feedback, ideas, and...
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Re: A $25 Opportunity for Youth Gamers

Registered Member ·
Hi @Registered Member I think the link might be broken? I tried and it says survey closed. If you can share the link I'll pass on to my network
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Re: A $25 Opportunity for Youth Gamers

Registered Member ·
Hi @Registered Member, sorry for the delayed reply. I've heard back from the team running the survey and they've closed it because they've filled both sessions. That being said, we're running a similar opportunity in early October and will be posting information about it this week. So if you like I can let you know when this opportunity goes live
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Re: A $25 Opportunity for Youth Gamers

Registered Member ·
No worries! It's great to hear all the spots were filled!
Discussion Topic

Microtransactions in Videogames

Registered Member ·
Attached are an article and youtube video on the prevalence of microtransactions in videogames. For those of you who may be unaware, microtransactions are purchases that can be made inside a video game for cosmetic items or gameplay advantages. In many games, these purchases come in the form of a "loot box" system, where the only way to get the item that you are interested in is to "roll" for them, forcing you to buy multiple useless items as well. This is essentially an early introduction...
Discussion Topic

Commentary - Chinese Video Gaming Policy

Registered Member ·
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read on if interested in these aspects of the policy! See article attached.
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Re: Commentary - Chinese Video Gaming Policy

Registered Member ·
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read if interested in these aspects of the policy. Reference: Xiao, L.Y. (2022). Reserve your judgement on "Draconian" Chinese video gaming restrictions on children. Commentary on: Draconian policy measures are unlikely to prevent disordered gaming (Colder Carras et al., 2021). Accessed June 3, 2022 at https://www.researchgate.net/p...er_Carras_et_al_2021 (pasted ...
Discussion Topic

Setting Healthy Boundaries

Registered Member ·
Youth Gambling Although they may not be of legal age to enter a casino, youth may be already engaging in gambling behavior to some degree, even from a young age — whether that’s making a bet with a rare Pokémon card or playing a claw machine game to win a prize. Gambling at any age has risks associated with it and the potential to cause harm. Some video games have elements of betting or gambling, even in skill-based games. Loot boxes are an example which typically offer players a chance to...
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