Loot boxes and digital gaming: a rapid evidence assessment

Darshana Jayemanne, Shiona Chillas, Jim Moir, Augusto Rocha, Fraser Simpson, Heather Wardle

Research output: Book/ReportCommissioned report

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.
Original languageEnglish
PublisherDepartment for Digital, Culture, Media & Sport
Commissioning bodyDepartment for Digital, Culture, Media & Sport
Number of pages89
Publication statusPublished - 1 Apr 2022

Fingerprint

Dive into the research topics of 'Loot boxes and digital gaming: a rapid evidence assessment'. Together they form a unique fingerprint.

Cite this