![]() Prof Henrietta Bowden-Jones, the founder and director of the NCGD, said: “The monetisation of gaming via loot box purchases and the advertising of such gambling like features in games is normalising gambling behaviours in young people.” ![]() Industry revenue from loot boxes is projected to hit $20bn (£15bn) a year by 2025, according to some estimates. Gamers can pay up to £87.99 a time for bundles of points that can be used to buy the packs. Loot boxes have become increasingly common in gaming because they offer the games industry a source of continued revenue after the initial sale of the game.Įxamples of loot boxes include “player packs” in the Fifa football series, which offer a random selection of footballers. Patients reported the total breakdown of family relationships, violence, and refusal by children to go to school. Of the 855 referrals, 408 were gamers, of whom 227 were under 18. The clinic offers help to gamers – more than half of whom are children – as well as family members, such as parents. Certain games are particularly likely to be cited by addicts, according to analysis of treatment sessions.ĭuring 20, almost 12% of patients who played video games compulsively referred to playing Fortnite, with 10% citing Minecraft, 8% mentioning Call of Duty and 4.7% using the gaming platform Roblox.
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