The gambling industry prioritizes responsible gambling measures, focusing on recognizing excessive behaviors and promoting safe play. Interestingly, many patterns seen in excessive gambling habits also appear in video gaming, including long play sessions and obsessive engagement that can lead to addiction.
During the COVID-19 lockdowns, video gaming gained immense popularity. Nintendo reported a staggering 427.7% increase in profits in June 2020 compared to the same time in 2019. Similarly, Microsoft announced a 13% revenue increase to $38 billion in the first quarter of 2020.
The Association for UK Interactive Entertainment (UKIE) revealed that the UK video gaming market reached a value of £7 billion in 2020, reflecting a 29.9% growth from 2019. With more time at home due to lockdowns, many turned to gaming for entertainment, sometimes excessively.
Excessive gaming led to the World Health Organization’s (WHO) classification of gaming addiction as a mental health disorder in 2019, after extensive consultations among its 194 member states. This classification is set to appear in the 11th edition of the WHO International Classification of Diseases starting January 1, 2022. The WHO stated that the inclusion of gaming disorder would increase awareness among health professionals regarding related risks and prevention strategies.
While gaming addiction has become a pressing concern, the issue had been growing for years as the first generation of gamers matured. Charities have begun focusing on this problem, with organizations like Game Quitters offering support and resources for those affected by video gaming addiction.
Founder Cam Adair emphasized the difference between a passion for gaming and problematic usage. "For some individuals, gaming might be a function that helps them cope with real-life stress or discomfort. But if they don’t stop gaming and actually deal with those issues, then the gaming can cause other issues," he said.
As video gaming evolves toward commercialization, particularly with the rise of esports, the gambling-like mechanics in games, such as loot boxes, have sparked intense debate. Loot boxes, virtual items that can be exchanged for other items, faced scrutiny leading to Belgium's ban in 2018, driven by controversy over games like Star Wars Battlefront II, and a recent Dutch court ruling declaring them illegal under local gambling laws.
In the UK, the Department of Digital, Culture, Media and Sport initiated an inquiry into loot boxes to assess their role in promoting gambling behaviors, which is tied to an overarching review of the 2005 Gambling Act. Adair noted the correlation between loot box spending and problem gambling severity, though he clarified that this doesn't establish a direct cause of gambling problems.
Martin Lycka, a senior executive at Entain, mentioned potential lessons the video gaming industry could learn from gambling regarding addiction prevention. "Self-exclusion limits and educational tools introduced in the gambling space cater to individual players' needs," he said, suggesting that the gaming industry is heading in a promising direction but could benefit from collaborating on responsible gambling initiatives.
The Mind Your Game campaign emerged to address gambling implications in esports, supported by the Entain Foundation and Game Quitters. Lycka highlighted that the partnership aims to create educational content addressing esports' dynamics, responsible gaming, and player welfare.
Adair sees this initiative as a way to bolster protective measures against potential gaming-related harm. "Mind Your Game focuses on building educational content to raise awareness on these kinds of things, and how people can protect themselves from these kinds of activities," he stated.
Kerry Hopkins from Electronic Arts defended loot boxes by likening them to Kinder Eggs during a parliamentary inquiry in 2019, showcasing how publishers may not fully grasp the controversy surrounding them, especially regarding youth engagement in esports.
Lycka underscores the importance of educational initiatives targeting both young gamers and their parents, clarifying that the esports community's closeness complicates regulatory actions, as many advocate against interference from authorities. Adair pointed out that many gaming features, which may include real monetary transactions, appeal to younger demographics.
A study published in the Australian and New Zealand Journal of Psychiatry estimated that 3.05% of the global population may suffer from gaming addiction. Given the gambling industry's extensive experience with addiction, Lycka suggested it could offer valuable insights to the gaming sector. "The gaming industry is moving in a good direction, but we are ready to assist them in developing effective responsible gaming programs," he added. As concerns about gaming addiction grow, calls for tighter regulations emerge, mirroring industry shifts in age categorizations. The gaming sector could learn from gambling's regulatory framework while ensuring that it remains entertaining and safe for consumers.
