Qualitative interviews reveal motivations for gambling in videogames and highlight potential harms for young people.
The current study aims to build on current understanding of common gambling features within online games and young people’s motivations to engage with them, including loot box and gacha. These features mimic traditional gambling and are known to cause behavioural dependence, as well as financial, social psychological harms. We use qualitative interview data from young people aged 18–24 in Australia to describe their engagement with gambling features readily available through videogames that are targeted at children. We analysed the data thematically to answer the following questions: (1) What were the initial reasons for young adults to interact with gambling features in videogames? and (2) What keeps them engaged with gambling features in videogames? We found that initial reasons to engage with gambling features were largely social, as well as the desire to improve the gaming experience. The motivations to continue engaging with gambling features were strongly associated with social and psychological rewards, and to some extent financial rewards. The study findings outline the importance of protecting young people from harmful gaming features through better regulation, education and support that acknowledges the social, psychological and financial motivations and costs of engaging with gambling features in popular online games.
No takes yet. Share an insight, caveat, or question.
Culbong et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: