he first tool designed to understand why young video gamers purchase loot boxes – digital items in games that offer random rewards after purchase – could potentially help identify early signs of gaming-related harms, researchers have said.
Recent estimates have suggested that 89% of children and young people are now playing video games, and the gaming industry is projected to be worth $321 billion by 2026.
Such increases have prompted NHS England to raise concerns about loot boxes exposing children and young people to gambling-like experiences, and some countries have already introduced regulations.
As such, the new study provided a detailed examination of the youth Reasons and Facilitators for Loot box Engagement (yRAFFLE) scale, which is designed to provide answers to the growing – but presently unanswered – concerns around the motivations of children and young people who buy chance-based items in games.
The research involved 506 young people aged between ten and 14, who completed a survey about the reasons behind their loot box purchases.
It found that enhancement – buying loot boxes to increase enjoyment or excitement – was the strongest motivation, but that distraction/compulsion and fear of missing out (also referred to as FOMO) also showed strong relationships with potentially problematic gaming.
The study is published in the BMC Digital Health journal as part of a special edition on Digital Gaming and Health. It was conducted by researchers from the University of Plymouth and the University of Wolverhampton, and builds on extensive previous research in Plymouth linking loot boxes to problem gambling in adults.
Dr Ryan Statton, a Research Fellow in the University of Plymouth’s School of Psychology, is the study’s lead author. He said: “Loot boxes generate billions in revenue for the gaming industry. While we understand why adults buy them, up to this point we have known very little about children and young people's motivations. Understanding that is particularly important as young people may be more vulnerable to experiencing gaming-related harms.”
Professor Helen Lloyd, Professor of Applied Social and Cultural Psychology in Plymouth and senior author on the study, added: "This research doesn't suggest that all loot box purchasing is harmful. But it gives us a scientifically validated way to identify potential risk factors early, which could inform both educational interventions and policy discussions."
The tool confirms that the same seven core motivations found in adults – enhancement, progression, social pressure, distraction/compulsion, altruism, fear of missing out, and resale – apply to children and young people.
The current study forms part of a larger and ongoing project investigating the relationships between loot box purchasing, gaming, personality and psychosocial functioning in Key Stage 2 and 3 adolescents.
Co-author Dr James Close, Associate Professor in Medicine and Psychology at Plymouth, said: “This validation study is part of our broader work examining gambling and gaming-related harms. Understanding the mechanisms that might lead to harm is essential for developing effective measures and prevention strategies, particularly for young people in this case.”
Journal
BMC Digital Health
Method of Research
Experimental study
Subject of Research
People
Article Title
Validation of the yRAFFLE: an implementation of the RAFFLE inventory for loot box engagement in a youth cohort
Article Publication Date
5-Sep-2025