The Real Reasons Why Loot Boxes and Gambling Are More Engaging Than Expected

Purchasing randomised loot boxes in video games, also known as Random Chance Purchases, has long been a subject of controversy. While they are often presented as a harmless form of entertainment, research shows that their impact on young players may be far more complex. The randomisation mechanisms in games increasingly resemble gambling, and the associated risk of addiction is up to eight times higher than in traditional games of chance. As many as 43% of young people who purchase random chance purchases show signs of addiction, whereas among young gamblers, this figure is just 6%. More details on this can be found in our article Random Chance Purchases Are More Addictive Than Gambling.

Given these alarming statistics, it is worth examining what actually drives young people to spend money on random chance purchases and how these motivations differ from those behind participation in traditional gambling. The similarities between loot boxes and gambling have raised concerns among researchers and regulators alike, leading to growing discussions about whether loot box mechanics should be classified as a form of gambling. Based on our study, we have identified the key factors influencing players’ purchasing decisions and analysed their perceptions of the value and consequences of these transactions.

📌 What psychological mechanisms influence young gamers? Are these purchases simply a way to enhance gameplay, or do they conceal more concerning patterns? And most importantly, how do loot boxes and gambling compare when it comes to player engagement and financial risk? Let’s take a closer look!

Key Takeaways:

🔹 Young people purchase random chance purchases primarily for rewards, entertainment, and excitement.

  • 69% of players buy loot boxes because they offer a chance to obtain rare or valuable in-game items.
  • 59% cite pure enjoyment as their main reason for purchasing, while 55% are drawn to the thrill of unpredictability.

🔹 The main reasons young people avoid purchasing randomised loot boxes are lack of interest and financial concerns.

  • 43% of young players do not spend money on them because they simply are not interested.
  • 39% consider them a waste of money, and 19% prefer to play without additional purchases.

🔹 Loot box purchases are more engaging than gambling because they provide in-game progression and tangible benefits.

  • In gambling, winning or losing marks the end of the experience, whereas in loot boxes, even less satisfying results can contribute to game progression, unlock new features, or enhance a player’s status within the gaming community.
  • 51.8% of players state that random chance purchases help them develop their character, while 28% use them as a way to boost their mood.

Motivations of Young People to Purchase Random Chance Purchases

The randomised purchasing mechanisms in video games, known as Random Chance Purchases, have been widely debated among researchers and industry regulators. Understanding why young people choose to spend money on loot boxes helps to better grasp the psychological mechanisms driving their decisions.

Our study provides unique insights, showing that loot boxes and gambling share some key similarities, yet differ in the way they engage players. While gambling is primarily about monetary risk and reward, loot boxes are embedded within the gaming experience, making them an integral part of progression, social competition, and in-game personalisation.

Motivations of Young People to Purchase Random Chance Purchases

1. Rewards and Rare Items as the Primary Motivation

One of the key reasons young players engage in random chance purchases is the opportunity to obtain rare or valuable in-game items – as many as 69% of respondents identified this as a major factor in their purchasing decisions.

For many gamers, exclusive skins, weapons, and other personalisation elements serve not just as visual enhancements but also as symbols of status and dedication to a particular game. Modern online games increasingly use scarcity-based mechanics, reinforcing a sense of exclusivity among those who manage to obtain these sought-after rewards.

2. Loot Boxes as a Source of Entertainment and Excitement

Slightly fewer, but still 59% of respondents, indicated that purchasing loot boxes is simply a source of fun. This suggests that while randomised purchases often serve practical purposes (e.g. acquiring items), their entertainment value should not be overlooked.

Excitement Linked to Randomness

Another significant factor is the thrill of uncertainty – 55% of players admit they purchase loot boxes because they enjoy the excitement of an unpredictable outcome. This element of randomness draws comparisons to gambling while simultaneously making loot box openings an engaging part of gameplay.

The variable reward system reinforces player engagement, encouraging further transactions even when previous purchases did not yield the desired results. This is one of the key similarities between loot boxes and gambling, as both rely on psychological reinforcement mechanisms to keep players coming back for more.

3. In-Game Progression as a Purchasing Incentive

However, random chance purchases are not solely about entertainment – for many players, they are also a tool for accelerating character development.

🔹 52% of respondents stated that they buy loot boxes to level up faster and advance their in-game characters.
🔹 Loot boxes provide instant access to resources, gear, or power-ups that would otherwise require hours of gameplay to acquire.

Why is this controversial?

Some players see loot boxes as a shortcut to success, potentially disrupting fair competition. The ability to pay for advantages in multiplayer settings can upset game balance, leading to frustration among non-paying players.

4. The Social Aspect of Loot Box Purchases

A similar level of motivation is linked to social status – 51% of respondents indicated that purchasing loot boxes helps them improve their standing among friends.

In many games, cosmetic items act as a form of prestige currency, allowing players to stand out within the gaming community.

🔹 Why does this matter?
This factor is much more pronounced in loot boxes than in gambling, suggesting that peer pressure and the need for social validation play a crucial role in purchase decisions.

Loot Boxes as a Way to Spend More Time in the Game

Additionally, 50% of young players state that buying loot boxes is simply a way to engage with the game.

For many, randomised purchases serve as an extra layer of gameplay, enhancing the experience and making the game more engaging.

This highlights a key distinction between loot boxes and gambling – while gambling is typically a standalone activity, loot box purchases are part of a broader gaming experience and are not always the primary objective.

Why Do Players Choose Random Chance Purchases?

The findings clearly indicate that loot box purchases are far more complex than they might initially seem.

Players engage in randomised purchases for various reasons – from pure enjoyment and excitement to social prestige, competition, and practical in-game advantages.

📌 But what happens when we compare these motivations to the reasons young people participate in gambling? What similarities and differences emerge from this comparison? The next section explores these insights further.

What Drives Players to Purchase Random Chance Purchases Compared to Gambling? A Comparative Analysis

When comparing the reasons why young people engage in Random Chance Purchases with their motivations for participating in gambling, both significant similarities and clear differences emerge. Research suggests that although both activities rely on randomness, their functions in the lives of young people are not identical.

Comparison of motivations

1. Fun as the Primary Reason for Engaging in Loot Boxes and Gambling

The most obvious commonality between loot boxes and gambling is entertainment. 80% of respondents in the gambling study indicated that they perceive games of chance as a form of fun, making it the most frequently cited reason for gambling.

In the case of random chance purchases, 69% of players stated that their main motivation was enjoyment. While the recreational aspect plays a crucial role in both loot boxes and gambling, gambling is more often viewed as pure entertainment, detached from in-game progression or social interaction.

This likely stems from the fact that loot boxes are integrated into a broader gaming experience, whereas gambling exists as an independent activity, with its sole focus being the game itself rather than character development or social status.

2. Excitement Associated with Unpredictability

A notable difference arises in terms of excitement linked to an unpredictable outcome.

55% of players who purchase random chance purchases cite the thrill of uncertainty as their primary motivation, compared to only 22% of gamblers who identify this as a key factor.

This suggests that randomisation mechanics in video games may elicit stronger emotional responses than gambling, aligning with the principle of game design aimed at maximising player engagement.

The visual effects, animations accompanying loot box openings, and audio cues upon receiving rewards amplify the emotional experience, making loot boxes more immersive than traditional betting activities.

3. Willingness to Take Risks – Who Is More Likely to Experiment?

A similar trend can be observed in the context of risk-taking behaviour.

In the random chance purchases study, 41% of respondents admitted to enjoying the financial risk involved, while only 23% of gamblers cited risk-taking as a primary incentive.

This indicates that young people are more inclined to experiment with financial risks in gaming than in traditional gambling settings.

The disparity may be attributed to differences in the perceived consequences:

  • Gambling is typically associated with a direct financial loss.
  • Random chance purchases are framed as part of the entertainment experience, meaning the financial stakes feel lower.

Since loot boxes contribute to in-game rewards, even a less favorable outcome does not feel like an absolute loss—a key distinction between loot boxes and gambling.

4. Rewards as the Central Motivation – Random Chance Purchases vs Gambling

A stark contrast emerges when considering rewards as a key motivator.

While 69% of players purchasing random chance purchases reported doing so to obtain rare or valuable in-game items, only 37% of gamblers cited a “good chance of winning something” as their reason for participation.

This distinction underscores a fundamental difference between loot boxes and gambling:

  • In gambling, the primary incentive is financial gain.
  • In loot boxes, rewards serve multiple functions, including collectibility, social status, and in-game progression.

This also explains why loot box purchases are more strongly linked to social pressure (19%) than gambling (10%).

Acquiring exclusive in-game items often enhances a player’s status and can influence peer perception, reinforcing the social aspects of loot boxes and gambling.

5. Ease of Participation – Are Random Chance Purchases More Accessible Than Gambling?

An interesting similarity between gambling and loot box purchases lies in their ease of participation.

33% of gamblers and 35% of players purchasing loot boxes stated that they engage in these activities because they are easily accessible and straightforward.

This suggests that both gambling and loot boxes are designed to minimise barriers to entry, making them readily available and encouraging impulsive decision-making.

Just as placing a bet or buying a lottery ticket requires minimal effort, purchasing a loot box is a quick and effortless transaction within the game.

6. Random Chance Purchases as a Means of Mood Improvement

Another significant aspect of loot box purchases is their compensatory function.

28% of respondents admitted that purchasing random chance purchases helps improve their mood, whereas in gambling, this figure is only 13%.

This suggests that randomised purchases in video games serve a stronger emotional role, often acting as:

  • A way to relieve stress
  • A temporary escape from daily problems

In video games, reward mechanisms are often linked to progression systems, meaning that players can feel a greater sense of satisfaction with their spending—even if they do not receive the desired item.

Since players remain actively engaged in the game, gaining experience and advancing their character, the perception of loss is reduced.

In gambling, where winning is the primary objective, failure is often more frustrating and demotivating.

Random Chance Purchases Are More Engaging Than Gambling – Why?

Analysing these findings, we see that while randomisation mechanisms are a common denominator between gambling and RCPs, they serve different functions and stem from distinct motivations.

Gambling primarily revolves around entertainment and the possibility of financial gain, whereas Random Chance Purchases combine excitement, reward collection, character progression, and social elements. This multidimensional nature makes RCPs not just a form of entertainment but also a tool for reinforcing status or enhancing in-game progress.

It is also important to highlight that Random Chance Purchases may be more engaging than gambling, and this is not merely a subjective observation but a data-backed reality. Our study revealed that 43% of young people who engage in Random Chance Purchases (RCPs) exhibit signs of addiction—nearly eight times the risk observed in gambling, where only 6% of young gamblers fall into the high-risk category.

Why Are Random Chance Purchases Harder to Abandon Than Gambling?

While in gambling, winning is the ultimate goal, and losing marks the end of the experience, loot box purchases in video games do not necessarily signify failure. Even when the rewards are less than ideal, they can still contribute to in-game progress, elevate a player’s social status, or unlock additional game mechanics.

This multifaceted nature of random chance purchase rewards makes them more engaging and significantly harder to walk away from than traditional gambling.

Through this data, we not only gain a deeper understanding of the psychological mechanisms driving loot box purchases but also identify key differences between this phenomenon and gambling.

Loot boxes and gambling share randomisation mechanics, but random chance purchases also incorporate progression systems, social pressure, and emotional investment, making them an exceptionally effective monetisation tool.

In the following sections, we will examine the factors that lead young people to avoid both gambling and loot box purchases, exploring where these two activities face the greatest resistance.

Why Do Young People Avoid Purchasing Loot Boxes?

Although random chance purchases have become a widely adopted and profitable monetisation model in the gaming industry, not all players choose to engage with this system.

Our study provides unique insights into the reasons why young people consciously decide to avoid loot box purchases. The findings indicate that these decisions stem from a combination of personal preferences, financial awareness, ethical concerns, and social influences.

reasons young people avoid Purchasing Loot Boxes

1. Lack of Interest in Loot Boxes

The most frequently cited reason for avoiding random chance purchases is a general lack of interest—43% of respondents stated that they are simply not interested in spending money on such mechanics in games.

This suggests that for many players, randomisation mechanics do not hold much appeal, and they find that the core gameplay itself is already a sufficient source of satisfaction.

It may also indicate that not all players feel the need to obtain exclusive items or accelerate their in-game progress through paid features.

2. Financial Concerns and Lack of Perceived Value

The second most common reason is the belief that such purchases are a waste of time or money—39% of respondents stated that spending money on loot boxes does not offer real value.

This is a significant finding, as it highlights a growing awareness among players regarding the cost-effectiveness of microtransactions.

Many modern games use monetisation models that rely on psychological reinforcement mechanisms to encourage repeat purchases (e.g. progression-based systems, limited-time items, and low-probability loot boxes).

However, a significant proportion of players remain resistant to these strategies, acknowledging that their expenditure does not translate into meaningful in-game benefits.

3. Preference for Playing Without Additional Purchases

Another notable group—19% of respondents—indicated that they prefer playing without making additional purchases.

This reflects a strong attachment to traditional gameplay, where character progression and item acquisition are based solely on skill and time investment rather than financial expenditure.

Many players still view microtransactions as a disruption to the original game design, considering them a system that provides an unfair advantage to those willing to pay for progression.

4. Parental Influence on Purchasing Decisions

An interesting factor affecting loot box purchasing decisions is parental control over spending.

17% of respondents reported that their parents do not allow them to make such transactions.

This indicates that, despite random chance purchases being less regulated than gambling, there is a degree of financial risk awareness among gaming families.

For many underage players, restricted access to personal funds means their purchasing decisions are subject to adult supervision.

5. Fear of Losing Control Over Spending

Concerns about potential addiction and lack of financial control were cited by 13% of respondents.

This is a crucial indicator that, although loot box purchases in games are not formally classified as gambling, their randomisation mechanics can trigger similar concerns regarding compulsive spending.

Players who deliberately avoid loot boxes for this reason may be aware that these mechanics are designed around psychological reinforcement loops that encourage repeated transactions—for example, the belief that “maybe next time, I’ll win a better reward.”

6. Lack of Understanding of How Random Chance Purchases Work

Another noteworthy factor influencing player decisions is a lack of understanding of how random chance purchases function. 13% of respondents admitted that they do not fully comprehend the mechanics behind these monetisation systems.

This highlights potential gaps in education regarding game monetisation, particularly among younger players, who may be unaware of the actual probabilities of winning desirable items or the real-world value of the rewards offered.

7. Reluctance to Take Risks

Another significant factor is the reluctance to take financial risks, which was cited by 11% of respondents. Some players prefer predictability and control over their spending habits, avoiding randomised mechanics that could lead to frustration and a sense of loss.

This contrasts with the previously discussed group of players who actively seek out random chance purchases for the thrill of unpredictability.

This divergence in player behaviour illustrates that perceptions of risk in gaming vary widely—some individuals are drawn to uncertainty, while others deliberately avoid it.

8. Ethical Concerns About Loot Boxes and Gambling

Ethical considerations also play a role—11% of respondents perceive loot box purchases as unfair to other players, particularly within the pay-to-win model.

This suggests that there is growing criticism of game monetisation, where players who make financial transactions gain advantages over others.

This factor is particularly relevant in competitive multiplayer games, where purchasing in-game advantages can disrupt gameplay balance and create an uneven playing field.

9. Lack of Practical Value in Purchases

Some players also take a pragmatic approach to random chance purchases—7% of respondents stated that the items obtained through loot boxes are useless to them.

This suggests that some players choose to avoid randomised purchases not necessarily because they oppose the concept of randomised rewards, but simply because they do not see value in the offered prizes.

10. Other Reasons for Avoiding Loot Box Purchases

Finally, 9% of respondents cited other reasons for avoiding loot box purchases.

This indicates that a broad spectrum of personal, financial, and ethical considerations influences decisions regarding microtransactions in games.

It is now valuable to compare these findings with research on gambling to determine the similarities and differences between the motivations for avoiding these two forms of randomised spending.

📌 Do young people avoid gambling for the same reasons they reject loot boxes? Or are their decisions based on entirely different factors? The next section explores this comparison in detail.

Factors Discouraging Random Chance Purchases vs. Avoiding Gambling – A Comparative Analysis

When analysing the reasons why young people choose to avoid both loot boxes and gambling, significant similarities emerge, yet fundamental differences in perception also become evident.

While randomisation mechanics are a common feature of both models, their social perception, ethical concerns, and the individual motivations of players strongly influence the decision to avoid them.

Factors Discouraging Random Chance Purchases vs. Avoiding Gambling

Lack of Interest – A Common Barrier, but Stronger in Random Chance Purchases

The most frequently cited reason for avoiding both loot boxes and gambling is a lack of interest. In the case of random chance purchases, 43% of respondents reported that they were not interested, whereas in gambling, this figure was lower, at 36%.

This suggests that more people see no value in microtransactions in games than in real-money gambling. One possible explanation is that gambling—although controversial—is still perceived by some as a potential way to make money, whereas random chance purchases may sooner be seen as spending without tangible real-world benefits.

Additionally, loot boxes cater to a more diverse gaming audience—many players engage in video games without ever making microtransactions, viewing them as an optional feature. In contrast, gambling is typically a yes-or-no activity—people either participate or do not, meaning that interest in gambling may stem from more definitive personal motivations.

Financial Concerns – Different Perceptions of Loss

One of the key differences between gambling and random chance purchases is how financial concerns are perceived. 39% of respondents consider spending on in-game purchases a waste of money, compared to 17% of gamblers who hold the same view about betting.

This suggests that players engaging with loot boxes more quickly conclude that their spending lacks real value. Items obtained through microtransactions often have limited in-game utility and do not guarantee the desired outcome, which can lead to buyer’s remorse and disappointment.

Conversely, gambling tends to evoke greater fears about addiction and financial consequences—19% of gamblers expressed concerns about excessive spending and loss of control, whereas only 13% of random chance purchase users cited similar worries.

This discrepancy may be attributed to the fact that gambling is more strictly regulated, and its risks are widely discussed in society, while loot box purchases—despite employing similar psychological mechanisms—remain outside mainstream awareness as a financial risk.

Ethical Concerns – Gambling as a Greater Moral Issue

Young people are significantly more likely to express ethical concerns about gambling (20%) compared to loot box purchases (11%).

This likely stems from the fact that gambling has long been a subject of social debate, frequently associated with addiction, financial hardship, and broader negative consequences. Criticism of gambling often focuses on its potential impact on individuals and families, such as financial debt, strained relationships, or compulsive gambling disorders.

For loot boxes, the primary ethical concern revolves around the “pay-to-win” model, in which players who spend money gain an unfair advantage over non-paying users. While this issue is widely debated in the gaming community, it is not considered a major societal problem, as it primarily affects gameplay balance rather than leading to serious financial or health consequences.

Lack of Knowledge – A Less Prominent but Relevant Issue

A lack of understanding of how these systems operate is not the most critical reason for avoiding loot boxes and gambling, but it remains a relevant factor. 13% of random chance purchase users admitted that they do not fully understand the mechanics behind these monetisation systems, compared to 10% of gamblers who said the same about betting games.

This suggests that some young people may avoid both activities simply because they do not fully grasp their mechanics or associated risks.

In the case of loot boxes, a lack of transparency in game monetisation models may contribute to this uncertainty—for instance, the probability of obtaining rare items is often unclear or presented in a way that is difficult to interpret.

In gambling, regulations enforce a higher level of transparency, yet some young players still lack awareness of how odds, payouts, and betting probabilities truly function.

Parental Disapproval – Stronger Restrictions on Gambling

Parental influence on young people’s financial decisions is more evident in gambling (22%) than in random chance purchases (17%). This discrepancy may stem from the fact that gambling is more heavily regulated and socially stigmatised, leading parents to be more aware of its risks and actively discouraging their children from participating.

On the other hand, loot box purchases are often not perceived as a form of gambling, despite the fact that they rely on the same psychological mechanisms. Parents may lack full awareness of how microtransactions in video games function, meaning they monitor them less closely. As a result, children and teenagers may be able to make in-game purchases without fully considering the financial implications or the potential risks associated with loot boxes and gambling mechanics in gaming environments.

Pragmatism – Different Reasons for Evaluating Activities as Unprofitable

The rationale behind avoiding gambling versus random chance purchases differs significantly. Those who avoid gambling are more likely to cite the low probability of winning (16%), whereas players who refrain from loot box purchases are more likely to believe that the items obtained through microtransactions are useless (7%).

This suggests that the pragmatic evaluation of these activities is based on different perspectives. Gambling is assessed in terms of financial returns, with individuals calculating the odds of monetary gain, whereas in loot boxes, the value of purchased items is judged based on their practical in-game usefulness.

While gambling is often criticised for offering minimal chances of profit, random chance purchases are increasingly viewed as financially unwise due to the low likelihood of receiving valuable in-game rewards. As gaming communities become more aware of the exploitative nature of microtransactions, criticism of loot boxes continues to grow, raising ethical and economic concerns similar to those surrounding gambling mechanics.

Psychological Mechanisms Driving Random Chance Purchases

Loot box purchases in video games are not simply a monetisation strategy—they are designed around deep psychological mechanisms that manipulate player behaviour. Game developers utilise proven techniques borrowed from gambling and behavioural marketing to encourage repeated spending.

Understanding these underlying mechanisms sheds light on why so many young players engage in random chance purchases and why some struggle to control their spending. Many of the same reinforcement strategies found in gambling are used in loot boxes, reinforcing compulsive spending habits and making it harder for players to recognise the financial risks involved.

psychological mechanisms on loot boxes

1. Variable Ratio Reinforcement – Gambling Hidden in Games

One of the most effective psychological mechanisms used in random chance purchases is variable ratio reinforcement. This means that rewards are given out randomly and unpredictably, so the player never knows when they will receive a valuable item.

This technique is identical to those used in slot machines, where random payouts stimulate the brain’s reward system, reinforcing continued play.

Additionally, this reinforcement leads to the “near-miss effect”, where a player receives an item close to their desired reward, creating the feeling that “one more try” might bring success. This builds tension and increases the urge to continue spending on loot boxes and gambling-like mechanics in video games.

2. FOMO – The Fear of Missing Out

Another powerful psychological mechanism used in randomised microtransactions is FOMO (fear of missing out)—the anxiety that a unique opportunity will be lost forever.

Many games introduce limited-time items, exclusive skins, and special seasonal events that may never return, creating a sense of urgency among players. This pressure encourages impulse purchases instead of allowing players to make rational financial decisions.

Developers reinforce FOMO by implementing:

  • Timed countdowns, reminding players that offers will soon expire
  • Pop-ups showing other players making purchases, increasing the pressure to act fast

These tactics make players feel as if waiting is not an option, further blurring the lines between loot boxes and gambling-like behaviours in gaming.

3. Cognitive Biases – The Illusion of Control and Sunk Cost Fallacy

The human brain is not wired for perfect financial decision-making—players often fall victim to cognitive biases that drive impulsive spending.

  • Illusion of Control – Many players believe they can increase their chances of winning a rare item by choosing specific times to purchase or using “strategies” when opening loot boxes. In reality, all loot box systems are purely random, and the player has no influence over the outcome.
  • Sunk Cost Fallacy – The more money a player has already spent, the harder it becomes to stop. This leads to the common thought process:
    “I’ve already invested so much, I can’t quit now—what if my next purchase finally gives me the item I want?”
    This mindset encourages continued spending, trapping players in a cycle of financial loss—a pattern eerily similar to gambling behaviours.

4. Progression Systems and the “Revolving Door” of Microtransactions

Many modern games employ a psychological revolving door system to gradually introduce players to microtransactions.

  • Early-game rewards: Players receive free items, bonuses, and premium currency, making in-game purchases feel natural and rewarding.
  • Sudden scarcity: After a few hours of gameplay, these free rewards stop appearing, leaving players feeling a lack of progress or in-game resources.

At this stage, players face a critical decision:

  • Invest significantly more time grinding for progress
  • Pay for an easier, faster experience

Additionally, many games implement artificial difficulty scaling, making progress increasingly slow without paid enhancements. This forces players into a psychological loop, where they feel the only viable solution is to spend more.

Psychology in the Service of Monetisation

Loot box purchases in games are not just a simple entertainment feature—they are strategically designed using sophisticated psychological techniques that:

âś… Reinforce compulsive spending
âś… Manipulate player perception of reward probabilities
âś… Apply social and emotional pressure to encourage purchases

📌 Are loot boxes simply a form of entertainment, or are they purposefully designed to foster long-term financial dependency?

This question is becoming increasingly relevant, especially as research suggests that young players are more vulnerable to random chance purchase addiction than they are to traditional gambling.

RCP vs. Gambling – Similarities, Differences, and Key Takeaways

Our study reveals that while random chance purchases and gambling both rely on randomisation mechanics, their roles in young people’s lives and the way they are perceived differ significantly.

On one hand, both loot boxes and gambling are often seen as forms of entertainment. However, their motivations, financial consequences, and ethical concerns set them apart.

The findings suggest that young players are becoming increasingly aware of the flaws in randomised monetisation models, leading to a more critical stance on this form of in-game spending. 43% of respondents stated they have no interest in loot box purchases, while 39% believe they are a waste of money.

Interestingly, despite gambling being far more regulated and socially scrutinised, young people are less likely to abandon gambling than they are to reject random chance purchases. This suggests that awareness of loot boxes’ lack of economic value is more widespread than that of traditional games of chance.

Similarities and Differences in the Perception of Loot Boxes and Gambling

Similarities

📌 Lack of interest – Neither gambling nor loot boxes appeal to all young people. Many do not perceive them as an attractive form of entertainment (43% loot boxes vs. 36% gambling).
📌 Financial concerns – Both activities are associated with negative economic consequences, though gambling carries a greater perceived risk of addiction, while random chance purchases are often seen as financially unviable.
📌 Lack of knowledge – Some respondents avoid both activities due to insufficient understanding of how they work (13% loot boxes vs. 10% gambling).
📌 Parental control – Parents influence young people’s financial decisions in both cases, but their involvement is stronger in gambling than in video game purchases.

Differences

📌 Ethical concerns – Gambling is associated with moral and social risks (e.g., addiction, financial ruin), whereas loot boxes are criticised primarily for their pay-to-win model, which is seen as an unfair advantage for paying players.
📌 Financial pragmatism – Gambling is often dismissed as unprofitable due to the low probability of winning (16%), whereas loot boxes are rejected for their lack of meaningful in-game value (7%).
📌 Parental intervention – Greater societal awareness of gambling risks means parents are more likely to intervene in gambling-related decisions (22% vs. 17% in loot boxes).

Recommendations and Future Considerations

Our research indicates that awareness of the risks associated with loot box purchases is growing. However, regulatory measures for these purchases still lag behind those for gambling.

While gambling is subject to strict legal restrictions, randomised monetisation systems in video games remain largely unregulated—despite sharing psychological patterns that encourage impulsive spending.

One of the key takeaways from this analysis is the need for better player education regarding in-game monetisation—particularly:

  • The probability of obtaining valuable items
  • The real-world financial impact of in-game purchases

In gambling, awareness of negative consequences has been shaped by decades of public education and regulatory efforts. However, in the case of loot boxes and gambling-like mechanics in games, this issue remains under-discussed outside of gaming communities.

Moreover, our findings suggest that young people are beginning to make more informed financial decisions regarding in-game spending compared to gambling. This implies that education on microtransactions and their consequences is already taking effect.

If this trend continues, we may see a greater scepticism toward predatory monetisation in video games—potentially leading to stronger regulatory action in the future.

Final Reflection: Are Loot Boxes and Gambling More Similar Than We Think?

At first glance, random chance purchases and gambling may seem similar, but a deeper analysis reveals that they serve different social and psychological functions. Gambling is deeply embedded in public awareness as a high-risk financial activity, whereas loot box purchases are still widely regarded as harmless entertainment—despite the fact that the underlying mechanics driving them can be even more addictive than traditional games of chance.

Our previous study found that 43% of young people who engage in loot box purchases show signs of addiction, which is eight times higher than the risk observed in gambling. Furthermore, individuals involved in microtransactions are more likely to experience negative financial and behavioural consequences, directly challenging the common assumption that casino-style gambling poses a greater threat than monetisation systems in video games.

📌 Does this mean that random chance purchases should be treated the same as gambling?

In terms of the psychological mechanisms that drive spending—absolutely. Randomisation systems, reinforcement loops, and the FOMO effect make loot boxes function almost identically to traditional games of chance. Yet, unlike gambling, they lack regulation, age restrictions, and public awareness of their risks.

However, this does not mean that all forms of monetisation in games should be banned. Our research suggests that players are becoming more financially aware of the risks associated with loot box purchases, which may lead to more responsible spending decisions.
That said, education alone is not enough if game developers continue to exploit psychological techniques that encourage impulsive purchases and long-term financial engagement.

Loot Boxes – The Unregulated Casinos of the Digital Age

Loot boxes have become a modern-day casino hidden within video games—without rules, restrictions, or accountability. If the gaming industry does not self-regulate, it may soon face the same wave of regulations that reshaped the gambling industry.

The question is:
Will we act now, or will we wait until another generation of players becomes the next victims of digital addiction?

📌 The full methodology of our study, which forms the basis of these analyses, can be found in the article: “Random Chance Purchases Are More Addictive Than Gambling.