Blogs

Safeguarding: Loot boxes and the blurred lines between gaming and gambling

The lines between video-gaming and gambling have become blurred, representing a distinct safeguarding risk for our young people. Anna Harper discusses the role of education in addressing the problem
Image: Adobe Stock -

According to the Online Gaming Statistics survey (Uswitch, 2023), 91% of UK children aged 3 to 15 play games on some type of digital device.

The most common age for online gamers is 12 to 15 – 76% of this age group said that they played online games, with consoles being the leading gaming device (59%).

Other findings include that 61% of children own a smartphone device by the age of 10 and more than half also play online games using a mobile phone.

In addition to providing entertainment and enjoyment, video-gaming offers a spectrum of benefits spanning cognitive, social, and emotional dimensions.

Yet, akin to other rapidly advancing technological domains, there are emerging risks. The convergence of video-gaming and gambling has raised concerns, particularly with the proliferation of in-game purchases, “loot boxes”, and similar mechanics that echo elements of gambling.

Register now, read forever

Thank you for visiting SecEd and reading some of our content for professionals in secondary education. Register now for free to get unlimited access to all content.

What's included:

  • Unlimited access to news, best practice articles and podcast

  • New content and e-bulletins delivered straight to your inbox every Monday and Thursday

Register

Already have an account? Sign in here