Games With Gambling Themes Can Encourage Young People To Gamble
Gambling elements in games can cause young people to gamble, while vulnerable young people can even develop a gambling addiction. Experts express their concerns about this, but gaming young people do not share these concerns. In various media, experts express their concerns about gambling elements in games often played by young people, such as ‘Call Of Duty’ and ‘FIFA’. A common gambling element is the ‘loot box. For a small fee, gamers can open these boxes. Sometimes there is a valuable item in it, sometimes not.
Although game developers will never call loot boxes gambling, in practice paying to open such a box is indeed a form of gambling. Young people are coming into contact with gambling at an increasingly younger age due to the loot boxes. No one knows exactly what the influence of gambling elements is on the adolescent brain, but experts fear that young people are encouraged to gamble and vulnerable or addiction-prone young people can even develop a gambling addiction. While experts speak about young people in various media, young people themselves are not heard in the discussion.
Spending money is very easy
A large part of the gaming youngsters sometimes spends money on a game. This is very easy because it often involves very small amounts and payment can easily be made via iDeal or a credit card that is linked to the device that is played with. Gamers can therefore confirm their purchase with a single action. This allows young people to spend a large amount in a game without notice. According to the gamers, this mainly happens with younger players. They often play with their parents’ money and know the value of money less well, while older players often play with money they have earned themselves.
Young people think gambling and gaming are different
Young people certainly see similarities between gaming and gambling. Both are games that you can play alone or in a group. But playing games with gambling elements doesn’t make them gamble in ‘real life. They do not see gaming as a stepping stone to gambling, but they also gamble in addition to gaming. Young people find gambling and gaming so different that they see it as a completely different branch of sport. In a game, the player follows a storyline. To get better at the game and thereby reach higher levels, you can use loot boxes. They mainly see this as spending money on a hobby, like buying a youngster who is playing football a new shirt. Gambling is mainly aimed at winning money, which is not possible with many games, while fun and relaxation are central to gaming. Getting better at the game and achieving certain goals are also important reasons to play. In addition, you can only gamble if you bet money, while gaming is optional such as 카지노사이트.
Young people are aware of the risks
Young people are aware of the risks associated with gaming and gambling. Spending a lot of money undetected is the biggest risk in both gambling and gaming. The youngsters realize that gambling games are designed in such a way that players are tempted to spend more money than they had planned beforehand. They believe that both gambling and gaming can be addictive. In gambling, this is because the player wants to have the chance to win big money again and again while getting better and better is the main reason to keep playing. This can cause young people to spend a lot of time gaming. Young people of secondary school age in particular seem to be vulnerable to developing a gaming addiction. Young people indicate that they spend the most time gaming around this age and feel the least autonomy over their gaming behavior. According to the young people, this is because they have a lot of free time and few responsibilities during this period of their lives.
Less gaming as they get older
As young people get older, jobs, study, going out and social contacts demand more attention and time, so that the young people spend less time gaming. Young people, therefore, suggest that it would help them if they were more often alerted to their playing time while gaming, for example by reporting the playing time every hour and making it less easy to make purchases in the games.