Video Game Purchases and Their Connection to Gambling Issues in Adolescents

Introduction
Recent research conducted in Norway focusing on teenagers aged 12 to 17 has revealed important connections between playing video games and the emergence of gambling problems among young people. Particularly, the study sheds light on the risks associated with purchasing loot boxes and betting using in-game skins.
Study Overview and Key Findings
This research was carried out by Spillforsk at the University of Bergen, led by Professor Ståle Pallesen. The survey involved approximately 9,000 adolescents in 2025. Findings showed that over a quarter of these youths had bought loot boxes in the previous year, nearly 30% purchased in-game skins, and around 15% engaged in betting with skins.
About 19% of participants had taken part in gambling during the past year, with significant differences between genders: nearly 28% of boys compared to just over 9% of girls. Similarly, 45% of boys and 9% of girls had bought loot boxes. Those who participated in gaming-related purchases and betting were much more likely to develop problems related to both gaming and gambling.
Risk Factors Associated With Gaming and Gambling Problems
The study identified several factors that increase the risk of developing gaming and gambling issues. Among these are experiences with bullying, poor physical and mental health, dissatisfaction with life, consumption of substances like alcohol, tobacco, and energy drinks, and a lack of parental support. Overall, 7.1% of the teens met the criteria for gambling problems, and 15% showed signs of problematic computer gaming.
Additional Research Supporting These Findings
This Norwegian research aligns with other studies indicating links between in-game purchases and gambling behaviors among youth. For example, research from the University of Sydney earlier in the year highlighted concerns that in-game spending in popular games like Roblox can be confusing for children, with many parents and children comparing these purchases to gambling.
Expert Opinions on the Impact
Professor Ståle Pallesen pointed out that simulated gambling within video games teaches youngsters gambling behaviors and skills, while presenting an unrealistic sense of easy wins. This exposure is particularly troubling as these teens grow older and encounter more traditional forms of gambling.
Atle Hamar, director of the Lottery and Foundations Authority, expressed worries that loot boxes and skin betting act as entry points into gambling for young people. He emphasized the addictive nature of such games and underlined the importance of the existing age restriction of 18 to protect minors.