In Austria, the results of the first major study on in-game purchases were published a few weeks ago. The results showed that more than 50 per cent of young people have already used such features and invested considerable sums of money in the process. There are often strong parallels with typical games of chance. The debate on loot boxes and the like is likely to be fuelled once again.

In-game purchases and, in particular, loot boxes have been the subject of heated debate in many parts of Europe for some time now - primarily due to their often gambling-like nature. In Austria, the debate went as far as categorising FIFA Lootboxes as illegal gambling. Last year, WestLotto presented a regulatory proposal for loot boxes in video games in Germany, which was less well received by the industry. In general, there is always a regular stir in connection with in-game purchases, as in the case of MontanaBlack, who spent 40,000 euros on "Bravo boxes".

In Austria, the criticism and calls for more regulation or even bans could increase massively once again. A study on the subject conducted by Markus Meschik from the Institute of Educational Sciences at the University of Graz gives reason to believe this. Around 2,600 pupils from all Austrian federal states were surveyed. A whopping 55 per cent said that they had already spent money on in-game content. On average, an impressive 170 euros were invested. At its peak, the sums totalled 10,000 euros and more.

This is what the study on in-game purchases in Austria is all about

The 2,600 school-age respondents were asked about gaming activities on both smartphones and PCs. The focus was particularly on the widespread free-to-play games, which are financed by corresponding purchase options. By purchasing loot boxes or other elements, players receive better conditions for their progress in the respective game. For example, additional weapons, powers or skins (often purely visual enhancements to the game characters) can be obtained.

In addition to the aforementioned question of a fundamental investment, Meschik also scrutinised the factors of "comfort and reward". In this context, he conducted personal interviews with 30 young people. They talked about details of their gaming behaviour and the relevant motivation. More detailed questions were asked about why young people spend money on games that are actually free of charge.

It emerged that many young people make such purchases to console themselves after a bad round or see them as a reward for a successful move. There also appears to be a great deal of peer pressure. Such purchases are often made via social networks or are publicised there or made together with friends. Finally, it is also clear that in many cases massive marketing is responsible for young people taking up limited offers or participating in special events. The pressure even led to some test subjects being prepared to borrow money.

In-game purchase options often associated with typical gambler behaviour

These processes relating to consolation and reward could be dangerous, especially in combination with the often gambling-like features: This is what can be read from the study's explanations. Ultimately, this means that the use of mobile phones and video games has similarities with classic games of chance, according to Meschik.

The corresponding effects are all the stronger with loot boxes, as buyers generally do not know what they are getting. The author of the study points to the current debate on such game elements and emphasises that their buyers tend to be more at risk of gambling addiction.

It can be assumed that around one per cent of players have an addiction. Meschik apparently relates this figure to his findings that some test subjects showed reduced impulse control, i.e. they played more often and more than they actually intended. In addition, gaming is sometimes more important than all other areas of life. Friendships, family or hobbies were put on the back burner. Despite increasing problems, such as poor performance at school or arguments with their parents, they would continue to play.

Conclusion

It is not entirely clear from the statements and press reports on the Austrian study on in-game purchases whether a significant proportion of the test subjects really have gaming problems due to the corresponding features and investments or whether this is merely a general assessment by Markus Meschik. Nevertheless, there is likely to be some new fuel for the debate here. The mere fact that more than half of those surveyed have spent money on loot boxes and the like, and that they almost always invested sums far in excess of 100 euros, could make a certain impression on critics, politicians and authorities.

Image source: https://pixabay.com/photos/women-beauty-outdoors-casual-8509637/

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