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As Seen on Intenta Newsletter

As Seen on Intenta Newsletter

.Worth Reading This Month

·         ​Link between loot boxes and problem gambling has been “robustly verified” in new research.

·         ​Gaming the system: legally-required loot box probability disclosures in video games in China are implemented sub-optimally

·         ​Leaked recording captures discussion of Counter-Strike match fixing

April Spotlight – Monetization tactics in video games

This month, we’re highlighting the tactics used in video gaming and the links to problem gambling.

The gaming and gambling industries have converged, borrowing sophisticated techniques from each other to engage and profit from players – now games are increasingly monetized and gambling is more game-like.

Loot boxes – virtual items in video games that contain randomized rewards – is one such technique borrowed from the gambling world that has become profitable for the gaming industry. For example, YouTuber Mr Beast recently posted a video of himself opening loot boxes, ranging from $100 to $250,000, with a total value of $500,000. Within two weeks of posting, the video had been viewed over 40 million times.

Although the gaming industry claims that loot boxes are unproblematic, non-gambling activities, this claim is refuted by the evidence.

Recent research by GambleAware reports that 12 out of 13 studies have established ‘unambiguous’ linking of loot boxes to problematic gambling behavior (Close & Lloyd, 2021).

There are a number of other emerging trends in gaming:

·         Increased access to risky games through mobile adoption and free-to-play models.

·         Using real money for virtual currency leading to a warped perception of value.

·         More opportunities to gamble with faster-paced action and random rewards.

·         More ‘real-life’ loot boxes, virtual skins and character customization.

·         More data for companies to leverage.

Using behavioral analysis, the gaming industry adjusts game mechanisms to increase spending by gamers.

Gaming companies also use AI to predict, identify and hunt down ‘whales’ – individual gamers who will spend thousands of dollars on a single platform (Handrahan, 2019).

However, gamers are taking notice of the monetization tactics within games. A survey of 1100 gamers in the UK found players reported over 35 different types of ‘predatory’ techniques perceived by gamers to be misleading, aggressive or unfair. The practices were often seen by gamers to be pressuring them to spend money. (Petrovskaya, Elena & Zendle, David, 2021).

Research indicates that harms from gambling-like mechanics in games disproportionately affect adolescents and young people.

Given the concern “that gambling is now part of everyday life for children and young people” through video games (BBC News, 2021), understanding these predatory tactics will increase our effectiveness at safeguarding the psychological and financial well-being of gamers.

Clinicians need to be equipped to deal with problematic gaming behavior. Get started today by registering for our Gaming Disorder Clinical Training.

References

BBC. Loot boxes linked to problem gambling in new research. 02 April 2021. https://www.bbc.com/news/technology-56614281

Close, James and Joanne Lloyd. (2021). Lifting the Lid on Loot-Boxes Chance-Based Purchases in Video Games and the Convergence of Gaming and Gambling. Report Commissioned by Gamble Aware. https://www.begambleaware.org/sites/default/files/2021-03/Gaming_and_Gambling_Report_Final.pdf

Handrahan, M. (21st October 2019). Yodo1’s AI-driven whale hunt is a bad look for the games industry: Opinion. Retrieved from https://www.gamesindustry.biz/articles/2019-10-21-yodo1s-ai-driven-whale-hunt-is-a-bad-look-for-the-games-industry-opinion

Petrovskaya, Elena & Zendle, David. (2021). Predatory monetisation? A categorisation of unfair, misleading, and aggressive monetisation techniques in digital games from the perspective of players. https://psyarxiv.com/cdwhq

The Lure of Online Gambling During a Pandemic

The Lure of Online Gambling During a Pandemic

Susan Sheridan Tucker, executive director of Northstar Problem Gambling is the guest on MPR in this podcast. Tucker touches on indicators of problem gambling, the effect that the pandemic and the legalization of gambling, particularly online, has had on people and the statistics of problem gamblers in Minnesota. LISTEN

Problem Gambling Awareness Month

Problem Gambling Awareness Month

In this Episode, Brian discusses problem gambling awareness month with Julie Hynes, Krystal Smith and Susan Sheridan Tucker. These guests provided a number of resources in the interview. LISTEN

Gambling Addiction with Mike Schiks

Gambling Addiction with Mike Schiks

Mike Schiks, former CEO of Project Turnabout talks on the topic of gambling addiction. Learn about the way a gambling addiction may present itself, the consequences that come from the disorder and the power of finding help from others that understand the disorder. Project Turnabout, in Granite Falls, MN, is one of the only residential treatment programs that is solely dedicated to treating gambling addiction. LISTEN

Recovered Video Game Addict Creates Support Community for Professionals and Players

Recovered Video Game Addict Creates Support Community for Professionals and Players

Cam Adair, a video gamer in recovery, has made his life’s purpose to prevent others from reaching the same depths as he did. Cam’s life took a dramatic turn at the age of 11 when he began to experience intense bullying, leading him to drop out of high school and escape into gaming. He never graduated, and while all of his friends were off to college, Cam was playing video games up to 16 hours a day.

Struggling with depression he reached rock bottom when he wrote a suicide note, and it was this night when he made a commitment to change.

INTENTA

The stated goal of INTENTA is to equip mental health professionals with resources on digital disorders to empower an intentional digital culture. It provides internationally accredited training that covers a comprehensive overview of problem and disordered gaming, allowing mental health professionals to understand the context, dynamics, mechanisms and special issues that present with gaming clients.

According to INTENTA’s website, professionals lack the tools and training to effectively screen clients, which greatly increases the risk of misdiagnosis and ineffective treatment. Without training, professionals cannot effectively communicate nor relate to clients who engage primarily in digital spaces.

Distraught family members of loved ones with gaming issues may seek help from mental health professions, who lack the training to assess and counsel families to provide effective interventions. Without comprehensive education, these professionals can cause harm by
making ineffective and counterproductive interventions.

Another challenge is the rapid rate of change and evolution in video game technology. INTENTA helps professionals stay current with ever-increasing game innovations and their client’s struggles.

After completing the INTENTA training, professionals will:

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  • Improve quality of care and reduce potential risk of harm for clients
  • Understand the psychology of gaming and recent innovation trends
  • Have validated screening tools to identify at-risk clients
  • Be abel to implement practical strategies for prevention, treatment and recovery
  • Be a valuable source of knowledge among colleagues
  • Be an international recognized specialist in gaming disorder

For more information about INTENTA, visit intenta.digital.

GAME QUITTERS

Game Quitters is the world’s largest support community for video game addiction, which currently serves members in 95 countries. The Game Quitters website (gamequitters.com) provides a wealth of information, including more than 200 videos about video gaming addiction and a list of ideas to replace gaming. The site also provides an addiction test for gamers, lists of resources and support groups, and other information to help those with a video game addiction as well as parents and concerned others.

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