Between gaming and gambling: Children, young people, and paid reward systems in digital games
The aim of this research was to provide indepth qualitative evidence of how children and young people engage with, understand, and experience paid reward systems (chancebased mechanisms, in-game currencies, battle passes, and direct purchases) in digital games (across console, mobile, and PC) and how these practices take place within the spaces of the home. The research involved over 100 hours of video ethnography with children and young people, conducted over multiple visits to the homes of 42 families from the North East of England. It also included in-depth interviews with 20 parents and carers of children and young people who have purchased loot boxes or other chance-based items in the digital games they play. 10 game designers who have worked on digital games containing paid reward systems were also interviewed. Data collection took place between August 2019 and July 2022.
Funding
Between Gaming and Gambling: investigating children and young people's experiences and understandings of gambling style systems in digital games
Economic and Social Research Council
Find out more...History
School
- Social Sciences and Humanities
Department
- Geography and Environment
Published in
Between gaming and gambling: Children, young people, and paid reward systems in digital gamesPublisher
Newcastle University & Loughborough UniversityVersion
- VoR (Version of Record)
Rights holder
© The authorsPublisher statement
This is a report commissioned by Newcastle University & Loughborough University.Publication date
2022-11-28Copyright date
2022Publisher version
Language
- en