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The Link Between Gaming And Gambling

The Link Between Gaming And Gambling

بِسْمِ اللهِ الرَّحْمٰنِ الرَّحِيْمِ

Often neglected and stigmatised within the Muslim community is the issue of gambling. No doubt, within the religion of Islam, gambling is viewed as a grave sin1. Despite this, many families are unaware of the potential pathways that lead to gambling. There are many factors that can influence an individual to take part in gambling2. One common gateway to gambling which is not very well-known is gaming. The purpose of this article is to discuss the relationship between gaming and gambling, more specifically, examining how certain in-game actions can lead to gambling. 

Specific games and in-game actions have been shown to trigger future gambling habits, for example, playing casino-based games, such as online poker. Casino-based games are commonly advertised on our day-to-day social media sites (e.g. Facebook) and are downloadable on Play Store or App Store, as well as are available for children to play on platforms such as PlayStation or Nintendo. Research has shown that casino-based games are a popular activity amongst children, and that young adults who play casino-type games are more likely to take part in gambling and experience gambling-related problems3

However, there are certain in-game actions that can lead to gambling addictions, which are difficult to identify. In 2020, the video game industry generated 15 billion dollars from the sales of loot-boxes4. This involves players buying virtual packs or redeeming virtual items through a game of chance (loot-box)5. Although, this area is still under research, there is a sizeable amount of evidence suggesting that frequent in-game purchases that involve a gambling element can result in increased gambling activity. Some countries have even gone out of their way to ban loot-boxes or impose restrictions on them6. One common example of this occurrence in day-to-day games is in FIFA, and the pack opening element of it. Players buy in-game packs with real life money, with hopes of unlocking certain players. 

Brooks & Clark (2023) found that loot-boxes were linked with start-up gambling in the future7. Interestingly, they also found that loot-boxes were a stronger predictor of gambling than other in-game transactions that did not involve chance, emphasising that the chance element of loot-boxes is a trigger for future gambling start-ups. To better understand the link between loot-boxes and gambling, it is important to consider the specific characteristics that define gambling.

There are five characteristics that are specific for gambling, 

  • Exchange of something valuable
  • The exchange is based on an unknown outcome, which is not known when taking the bet
  • There is an element of chance
  • Loss of item/money can be prevented by not taking part
  • Winning is only possible if someone else loses 

A study that examined 22 video games with loot-boxes found most of these games fulfilled most of the criteria, and that 10 of the games fulfilled all of them8. Concerningly, all of these games allowed and even encouraged underaged gamers to use these features. Adolescents (16-18) who spent money on loot-boxes observed greater measurements of problem gambling than those who did not9. Additionally, those that spent more money on loot boxes, experienced greater gambling severity. 

One motivation for buying loot-boxes is the feeling of excitement associated with them, with some adolescents even reporting that they purchased loot-boxes to get a “gambling feeling”. Professor at the University of British Columbia, Dr. Clark has stated that dopamine cells are most active when maximum uncertainty is involved10. Gambling companies utilise this to encourage repeated usage of their services. Critics have raised this point with loot-boxes, saying that loot-boxes are designed to stimulate a similar dopamine production and trigger a gambling addiction11

With this in mind, what steps can be taken to safeguard our households from making the transition from gaming to gambling? This is a topic that requires a much detailed discussion, but here are a few small pointers that may be of help. One, educating your household on the dangers of gambling, the feelings associated with it and its consequences. It is also recommended that institutions which serve the community such as mosques, churches, etc pair up with NHS services to better educate the population on gambling. Two, being mindful of what elements a video game holds, as well as being aware of the potential impact games can have on a child. Beyond educating and being mindful, one of the most effective ways to safeguard against gambling behaviour is leading by example. Children will be heavily influenced by their parents actions. If the parents are acting irresponsibly, the children will follow, hence it is crucial that parents push themselves to be effective role models inside and outside of the household. 

This article briefly examined the relationship between gambling and gaming, delving into the potential effect loot-boxes can have on its users. From the evidence discussed, it is quite clear to see a strong relationship between loot-boxes and start-up gambling, as well as gambling severity. Due to the high damage that is caused by gambling, further research should be conducted towards the companies gearing and designing loot-boxes, with age restrictions placed on these features. Unlikely to be soon, it is recommended that families take safeguarding into their own hands and be mindful of what their children consume, before it consumes them.

Whatever benefit you found in this article, know that it is from Allah (SWT), and whatever flaws you found within the article, know that it is from me. 

 مَّآ أَصَابَكَ مِنْ حَسَنَةٍ فَمِنَ ٱللَّهِ ۖ وَمَآ أَصَابَكَ مِن سَيِّئَةٍ فَمِن نَّفْسِكَ ۚ

Whatever good befalls you is from Allah and whatever evil befalls you is from yourself… – 4:79 Qur’an

 

References

  1. Qu’ran 2:219
  2. King, S. M., Keyes, M., Winters, K. C., McGue, M., & Iacono, W. G. (2017). Genetic and environmental origins of gambling behaviors from ages 18 to 25: A longitudinal twin family study. Psychology of Addictive Behaviors, 31(3), 367.
  3. Derevensky, J. L., & Griffiths, M. D. (2019). Convergence between gambling and gaming: Does the gambling and gaming industry have a responsibility in protecting the consumer?. Gaming Law Review, 23(9), 633-639. 
  4. Saul, D. (2022). Exploits Kids For Profit’: Multibillion-Dollar Loot Box Industry Under Fire As Campaigners Urge Regulators To Investigate FIFA Video Game Maker. Forbes. Retrieved December, 4, 2022.
  5. Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2022). The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review. Computers in Human Behavior, 131, 107219.
  6. Liu, K. (2019). A global analysis into loot boxes: Is it” virtually” gambling?. Wash. Int’l LJ, 28, 763.
  7. Brooks, G. A., & Clark, L. (2023). The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults. Computers in human behavior, 141, 107605.
  8. Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour, 2(8), 530-532.
  9. Zendle, D., Meyer, R., & Over, H. (2019). Adolescents and loot boxes: Links with problem gambling and motivations for purchase. Royal Society open science, 6(6), 190049.
  10. Castillo, D. J. (2019). Unpacking the loot box: How gaming’s latest monetization system flirts with traditional gambling methods. Santa Clara L. Rev., 59, 165.
  11. Chung, J. J. (2023). Loot Boxes May Exploit Gamers, but Their Sale Does Not Constitute Unlawful Gambling. Roger Williams UL Rev., 29, 110.

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