Video Game Purchases Linked to Gambling Problems in Adolescents, Study Finds
A Norwegian survey found that buying loot boxes and betting on in‑game items is associated with higher rates of gambling problems among 12–17‑year‑olds.
Researchers at Spillforsk, the gambling studies group at the University of Bergen, surveyed roughly 9,000 adolescents in 2025 and reported a clear association between in‑game purchases and later gambling harm. The study found that 27.7% of respondents had purchased loot boxes in the previous year, 29.4% had bought in‑game skins, and 15.5% had participated in skin betting. Overall, 18.8% of participants reported gambling during the last year, with stark gender differences: 27.7% of boys versus 9.3% of girls.
The analysis also identified higher rates of problem gambling and problematic gaming among youths who engaged in these monetised gaming activities. In total, 7.1% of adolescents met the criteria for gambling problems, and 15% displayed symptoms consistent with problematic computer gaming. The link between in‑game purchases and gambling harm remained substantial after controlling for other risk factors.
Researchers highlighted a cluster of correlated risk factors that amplify susceptibility: experiences of bullying, self‑reported poor health, low life satisfaction, consumption of alcohol, tobacco and energy drinks, and perceived lack of parental support. Boys were disproportionately represented across loot box purchases and skin betting – 45% of boys reported buying loot boxes compared with 9% of girls – mirroring the higher incidence of gambling among male respondents.
Researchers and Regulators Call for Action
Professor Ståle Pallesen, who led the Spillforsk team, emphasised that simulated gambling in video games serves as more than harmless play. "Simulated gambling exposes young people to gambling behaviours, teaches them technical skills and payment mechanics, and presents a distorted reality in which winning often appears easier than it is in real gambling", Pallesen said. "That combination can normalise betting and reduce barriers to trying licensed gambling products later in adolescence or young adulthood."
Atle Hamar, director of the Norwegian Lottery and Foundations Authority, voiced regulatory concern. "Activities that resemble gambling, such as loot boxes and skin betting, can act as a gateway to gambling and risk increasing the number of youngsters developing gambling problems", he said. "These mechanics have a high addictive potential for minors, which is precisely why we have an 18‑year age restriction on many forms of gambling. The industry and regulators need to take this seriously."
The Bergen findings echo other international research. Earlier in the year, a study from the University of Sydney raised alarm about in‑game spending mechanisms that can confuse children and normalise monetary transactions inside virtual worlds. Together, these studies are stoking renewed debate in Norway, across Europe and in jurisdictions such as Australia and the UK about whether loot boxes should be classified and regulated as gambling.
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Study Methodology and Limitations
The Spillforsk study is based on a large cross‑sectional survey of 9,000 self‑reported responses from 12–17‑year‑olds in 2025. While the sample size strengthens the statistical reliability of prevalence estimates, the design cannot establish causation – only association. Self‑report measures are subject to recall bias and social desirability effects, and the survey does not track long‑term transitions from simulated to licensed gambling.
Still, researchers and regulators say the consistency of findings across multiple studies increases confidence that monetised gaming mechanics present a genuine public‑health concern. Potential policy responses under discussion include clearer age‑gating and identity checks, outright limits on certain loot‑box mechanics, mandatory disclosure of odds, and stronger parental education campaigns to help families recognise and mitigate risks.
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