Research

Young people and video games, buying skins can promote gambling addiction

Sapienza University-Skuola.net study: spending 100 euro in six months on digital rewards multiplies the risk of addiction by 10

(AdobeStock)

3' min read

Translated by AI
Versione italiana

3' min read

Translated by AI
Versione italiana

Skins, Xp boosts, loot boxes, power-ups... these are all terms that are part of the lexicon of today's young gamers, but increasingly they also rhyme with ludopathy. Because, apparently, just spending a little more than 100 euros over a six-month period on so-called digital goods - literally digital goods made available in video games - is enough to multiply the risk of slipping into pathological addiction tenfold. This is stated by a recent academic survey - born out of the collaboration between the Department of Public Health and Infectious Diseases of Rome's 'Sapienza' University and the Skuola.net portal - which shifts the focus from simple 'time wasted' in front of the screen to the insidious economic dynamics of modern video games.

The research - published in the scientific Journal of Public Health - analysed the habits of 1,586 young people between the ages of 10 and 25, taking a sharp and sometimes disturbing snapshot of the relationship between Generation Z and digital entertainment.

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From skins to accounts: when spending is a gamble

The heart of the discovery lies in the use of wallets, or rather, micro-transactions by the very young. The video game industry has evolved, increasingly pushing the purchase of 'skins', upgrades or virtual goods to enrich the gaming experience. The business model has, in fact, definitely changed compared to the past: whereas before, the aim was to monetise everything or almost everything at the time of purchase, today games are distributed free of charge - or at a very low cost compared to the pharaonic investments required for development - but are designed to bind the user to the production company, stimulating a continuous outlay of money to be able to afford a more satisfying gaming experience, also in terms of appearance towards other players on the network.

What is frightening is the correlation that links this habit to considerable health risks, especially mental health risks. Suffice it to say that it is enough to spend (just) 100 euros, in a six-month period, on virtual goods to exponentially increase the likelihood of developing behaviour similar to Internet Gaming Disorder (one of the many forms of addiction to video games), with a risk almost ten times higher than for those who play without spending.

The race to the top

Equally controversial, however, is the increasingly popular practice of buying game accounts already 'levelled' by other users, in order to immediately compete at the top of the leaderboards: even in this case, the risk of falling into pathology is more than nine times higher than average. This, according to the study, happens because such mechanisms encourage casual gamers to become increasingly greedy, bringing video games closer to the dynamics of compulsive gambling.

The effect on school

The negative consequences of this pattern extend to everyday life, including schooling. The data paint a scenario in which education often pays the price for unbridled digital entertainment. More than a third of respondents (36.5%) admit that time spent playing games has worsened their interest in school. A very similar percentage (35.9%) report a decline in their daily commitment to books. Fewer (33.6%) confess an actual worsening of performance in terms of grades and performance.

It is interesting, in this respect, to note how the perception of risk changes according to gender: girls, although they play less, show a higher critical awareness, reporting a stronger negative correlation between video game use and academic performance than their male peers.

The identikit of the at-risk gamer

Who are they? Mostly girls and boys in their late teens, between the ages of 14 and 17. More generally, on a normal weekday, almost 30% of the sample play for more than three hours. But there is a 'hard core' - 7.6% - that even exceeds eight hours daily. Overall, about one third of young people devote more than 12 hours a week to gaming.

The study also brought to light a curious geographical difference: living in northern Italia seems to be a 'protective factor', as northern students tend to play significantly less than their peers elsewhere.

The gaming refuge

For younger people, taking refuge in gaming often responds to specific and sometimes 'vital' social needs: most play to distract themselves from everyday life (67.9%) or to be with friends in a shared virtual environment (63.7%). For many, it is even an important (if not the only) way to meet new people and expand one's social circle.

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However, there is an underlying awareness that should not be ignored. Because more than half of the respondents (56.9%) recognise that prolonged use of video games can pose a real risk to their health. And perhaps this is where we should start again.

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