Many popular games also contain gambling-like elements within them, which can be addictive to those who play the games. In- game mechanics such as ‘loot boxes’ contain randomised items that players can open or purchase using either credits earned within the game or paid for using real world currency. The psychology behind the opening of these items is often compared with that used in gambling products – bright lights, attractive sounds, and the anticipation of possibly getting a rare item. These mechanics mean players often end up spending large amounts of money without realising it. Reasons for developing addictive behaviours around gaming can be caused by a need for more support from adults around them, or when they are using gaming to forget or avoid difficult events, feelings, or challenges in their life (230). Gambling Gambling is taking part in a game during which you risk money, or something of monetary value, in order to win money or a prize. The outcome of the game is usually down to chance, so when gambling you might leave with less money than you started off with, and sometimes with nothing at all. Gambling includes betting, gambling machines, casino games, bingo, gambling websites, participating in a lottery, private betting, or playing cards for money. The Gambling Commission defines gambling-related harms as “the adverse impacts from gambling on the health and wellbeing of individuals, families, communities, and societies.” Gambling-related harms affect young people in the present, and may also affect their future potential. The harms may be a result of their own gambling or the gambling of others around them e.g. parent(s)/ carer(s), family, friends, or other people in their networks.” (233) Just over one quarter of 11-17-year-olds reported to have spent their own money on a gambling activity in the twelve months
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