Abstract
• Loot boxes are increasingly prevalent within digital games. They are underpinned by randomised reward mechanisms (RRMs) which alongside emerging business models has led to concern that they are a form of gambling that exist outside of current regulatory frameworks.
• The Department for Digital, Culture, Media and Sport (DCMS) recognise this and launched an open call for evidence on the impact of loot boxes. In addition, they commissioned this Rapid Evidence Assessment (REA) to explore whether loot boxes encourage problematic play behaviours, with particular focus on the key characteristics of the loot box market nationally and internationally, and to further understand if and how loot boxes are associated with harms and what the drivers of harm may be.
• The REA ran for 10 weeks from February to March 2021.
• The Department for Digital, Culture, Media and Sport (DCMS) recognise this and launched an open call for evidence on the impact of loot boxes. In addition, they commissioned this Rapid Evidence Assessment (REA) to explore whether loot boxes encourage problematic play behaviours, with particular focus on the key characteristics of the loot box market nationally and internationally, and to further understand if and how loot boxes are associated with harms and what the drivers of harm may be.
• The REA ran for 10 weeks from February to March 2021.
Original language | English |
---|---|
Publisher | Department for Digital, Culture, Media & Sport |
Commissioning body | Department for Digital, Culture, Media & Sport |
Number of pages | 89 |
Publication status | Published - 1 Apr 2022 |