Innovative Tool Aims to Uncover Motivations Behind Youth Loot Box Purchases in Video Games

A new assessment tool investigates why young gamers buy loot boxes, helping identify early signs of gaming-related risks and potential harms, with implications for policy and prevention strategies.
A new behavioral assessment tool is emerging to help researchers and policymakers understand why children and adolescents buy loot boxes—a prevalent feature in many video games that offers random rewards after purchase. These digital items, which generate significant revenue for the gaming industry, have raised concerns among health authorities due to their gambling-like mechanics and potential risks for gaming-related harms among young players.
Recent data indicates that approximately 89% of children and young teens are engaged in video gaming, with the industry expected to reach a valuation of $321 billion by 2026. In response, NHS England and other organizations have voiced concerns about loot boxes exposing children to gambling behaviors, prompting some countries to introduce regulations.
The study introduces the youth Reasons and Facilitators for Loot box Engagement (yRAFFLE) scale, a validated questionnaire designed to explore the underlying motivations why young gamers purchase loot boxes. Conducted with 506 participants aged 10 to 14, the research identified key motivations—most notably, enhancement, or the desire to increase enjoyment and excitement. Other significant factors included distraction or compulsive tendencies, as well as the fear of missing out (FOMO), which are associated with problematic gaming behaviors.
Published in the journal BMC Digital Health, the research builds upon earlier studies linking loot box engagement to problem gambling in adults. The findings reveal that the same core motivations measured in adults, such as social pressure and resale intentions, are also relevant for younger gamers.
Experts like Dr. Ryan Statton and Professor Helen Lloyd stress that understanding these motivations early can help intervene before problematic behaviors develop. The validated tool enables early identification of risk factors, informing both educational efforts and potential policy measures.
This ongoing research aims to better understand the relationship between loot box purchasing, personality traits, and psychosocial functioning in youth, with the ultimate goal of preventing gambling-related harm among young people.
For more detailed insights, the full study is available in BMC Digital Health [source].
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