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Most participants thought loot boxes were a form of gambling. About 90 per cent said they had opened a loot box, and more than half reported spending money on them, the UBC report said.

Researchers also found a correlation between excessive engagement with loot boxes and problem gambling.

For example, in both study groups researchers found the majority either did not have a problem or were at low risk for gambling addiction. However, in the North America group of gamers, 10 per cent were identified as at moderate risk, and nine per cent were at risk for problem gambling. In the UBC group, the risk for problem gambling was much lower.

Monthly expenditure on loot boxes was an average of $17.5 per month, in the UBC group, while just over 10 per cent reported spending more than $50, said Brooks.

“Typically we did have an association where the more one spent monthly, the more likely they were to endorse questions that associated with problematic gambling behaviour and/or problematic or risky loot box use,” he said.

The report concludes that loot boxes are a form of gambling in videogames, and suggests that those who are already at risk for problematic gambling may be vulnerable to loot box mechanics. It also highlights the need for regulation.

The report makes recommendations on how to regulate loot boxes in videogames, including a warning label that states the game contains “loot box mechanics.” Another suggestion is to set up a self exclusion program attached to players’ accounts that prevents them from purchasing certain games.

He said the report alone would not be sufficient to enact regulation, as more research is needed, particularly the effects of loot boxes on youth.

Loot boxes began appearing in videogames in the mid-2000s and have grown in popularity, according to a UBC release. Players can earn loot boxes as rewards, or they are encouraged to buy them using real or virtual currency. Examples are a new outfit for the character to wear or weapon to use.

ticrawford@postmedia.com