18 Dec 2024

Programme launched to combat impacts of gambling-like games

11:20 am on 18 December 2024
A photo of a teenager boy taken from behind. He is using computer at home with headphones to play a game in his room.

Photo: Artush (c) 2014

The line between gaming and gambling is becoming increasingly blurred thanks to in game loot boxes which are designed to mimic gambling, according to the Problem Gambling Foundation.

A new programme has been launched in an effort to combat the negative impacts of some features of games that can lead to problem gambling behaviours, causing long-term harm.

Problem Gambling Foundation director of advocacy and public health Andrée Froude told Morning Report loot boxes, or prize crates, are virtual containers holding random items that can be used in the game.

"It could be a new character outfit or a weapon. Often you have to spend real-world money on loot boxes. So players are essentially buying a chance to win an item that they really want, but of course there is no guarantee they will get it.

"It's the intermittent reward. Winning what you want only now and again. We know that's a powerful way to get people to repeat a behaviour. So it's really quick to learn that but it's really hard to unlearn it."

Froude said this is where the similarity to gambling is evident, and that education is key to combating the issue.

Problem Gambling Foundation have partnered with the Drug Foundation Secondary Schools Programme Tūturu to develop resources to help students navigate the grey area between gambling and gaming.

"We know around the world that a lot of countries have banned loot boxes, and in Australia they have put a classification on them to warn parents and to restrict them young people aged over 15," Froude said.

While it is possible to ban games, many of the games come in from overseas, and many jurisdictions are struggling with the bans, which is why the Problem Gambling Foundation believes education is the way to combat the issue.

"Education and working with young people and having resources for parents, for teachers and for students, is a good way to help them understand the risks."

Froude said studies have shown that people who are experiencing harm from gambling often spend more on loot boxes as well, and it's "just about understanding the risks."

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