
Swedish Gambling Authority highlights link between loot boxes and underage gambling
Report from the SGA finds more than 60% of young people that purchased a loot box before turning 12 started betting before the age of 18

A report from the Swedish Gambling Authority (SGA) has claimed that almost two-thirds of young people who purchased loot boxes before the age of 12 have gambled with real money before turning 18.
Amid a rise in the amount of young people playing video games that contain loot boxes, the SGA said the prizes serve as an “introduction” to gambling for minors.
As part of an investigation into the underlying factors behind an increase in young people partaking in gambling, the SGA conducted a survey aimed at young adults who had gambled in the last 12 months, recruiting participants from a web panel and from Spelpaus.se, the nation’s self-exclusion scheme.
A higher proportion of those within the self-excluded group (26%) who purchased their first loot box before age 12 started gambling for money before the age of 16, compared to those from the web panel (16%).
The report stated: “This difference also reinforces the well-known link between gambling problems and the purchase of loot boxes.
“Furthermore, the results showed that risky gambling was particularly common among those who started buying loot boxes early.
“Among those who were under 15 when they first bought loot boxes, 87% engaged in risky gambling, and among those under 12, the proportion was 89%.”
Data from the Swedish Longitudinal Gambling Study (Swelogs) from 2021 analysed the connection between spending money on loot boxes and showing signs of problem gambling, highlighting how 16% of 16 to 17-year-olds purchased loot boxes within the last year.
One 21-year-old survey respondent likened the opening of loot boxes to playing at a blackjack table, comparing the similar “rush”, aided by the random nature of loot box prizes.
Other aspects of loot boxes that seem appealing to players were also by identified by the SGA, including the game design and having to adhere to a time limit which prompts the player to make quick decisions.
Social elements such as seeing an influencer or other players open loot boxes can also have an impact on the level of participation, as per the report.
The study concluded: “The above characteristics can also be found in games for money. Loot boxes can be said to create a preparation for gambling for money.
“In the interviews conducted by the Swedish Gambling Authority, the question was asked whether respondents believed that purchasing loot boxes or other microtransactions in computer games increases the likelihood of later gambling for money.
“All of the respondents who had their own experience of purchasing in computer games believed that it leads to gambling for money.”
In December, Dutch minister for economic affairs Dirk Beljaarts said EU-wide legislation on loot boxes would better protect young people.