The initiators of a recently published study concluded that in 2025 around $ 20 billion with loot boxes be taken. On the other side of the economic system are numerous players willing to invest the money. Another study focused on them, which shed light on the downside of in-game monetization.
The Analysis was conducted by researchers from the University of Plymouth and the University of Wolverhampton and commissioned by the GamblingAware charity. Existing data was used to examine factors such as gender, age of Lootbox buyers and the proportion of gamers who spend money on this additional content.
A small part of the players pay a lot of money
The result: up to 40 percent of the children who play games have already come into contact with loot boxes and opened them. However, it was not explicitly mentioned whether this number includes the earned loot boxes or only paid copies.
The study also came to the conclusion that around 5 percent of players are responsible for half of the income generated with loot boxes. This means that a small number of players are spending an exorbitant amount of money.
According to the study, younger and less educated men in particular can be found in this group. They often spend $ 100 or more per month on the loot boxes. As younger and less educated people tend to have less disposable income, it is an amount that should not be underestimated.
“Our research shows that game developers, unwittingly or not, appear to be making oversized lootbox profits from people at risk (this likely includes both those with gambling problems and problematic video game patterns) – but not from wealthy gamblers,” the conclusion concluded.
“Now it is up to the policy to review this research and the evidence from other organizations and determine what legislative and regulatory changes are needed to address these concerns,” said Zoe Osmond, head of GambleAware.
The topic attracted a lot of attention before the launch of “Star Wars Battlefront 2”, which was released in 2017. The shooter sparked a lot of controversy around the loot box system. The developers felt compelled to change the mechanics before launch.
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The first countries put a stop to additional monetization: a few years ago, Belgium decided that loot boxes are now illegal because they violate the country’s gambling laws. Similar efforts to classify Lootboxing as a game of chance have also been made in other regions, including the United States. And also in Germany something is moving.
More news about loot boxes.
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