Asian Gaming companies’ risk “setting kids up for addiction” by including gambling tasks in their video games, either ban virtual “loot boxes” from their products or stop selling them to children. In order to progress in games, children can spend money on extra items and in-game content which are stored in loot boxes.
55,000 is the number of children classed as having a gambling problem. There have been numerous cases of children spending money without their parents’ knowledge – one teenager spent £2,000 on a basketball game, while a 15-year-old lost £1,000 in a shooting game.
Gaming companies should introduce “fair and realistic” spending limits and make it clear to users what chance they have of obtaining the items they want.
According to the Gambling Commission, 55,000 children are classed as having a gambling problem, while the NHS estimates 400,000 people have a serious gambling problem in countries like England.
Gaming developers are using techniques that reward children for spending more and more time on their platforms, increasing the risk of addiction and related mental health problems. Asiatic governments like japan, are figuring out new measure to counterattack this issue.
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