So I've decided to give the report the article is based upon a quick read through. I have a couple of points that I think are important to note.
- This report/research was conducted with support from BeGambleAware, an independant charity advised by the Gambling Commission set up by the UK Government. That is not that unusual with reports such as these, and charities like BGA tend to be non-invasive when supporting research, but its always good to bear such information in mind when conclusions are drawn.
- The '40% of children have opened a lootbox' statistic is taken from a 2020 study where its explained that its a little more complicated, especially when you frame it in the context of problem gambling. From the study itself: while establishing a statistically significant link between loot box engagement and problem gambling, our data do not allow conclusions as to whether loot box engagement promotes problematic gambling or if problematic gambling leads to gambling-like loot box behavior in gaming.. (It's behind a paywall you'll just have to trust me on this one).
- Most of the studies used in the review of the data are not longitudinal (aka examining over a longer period of time) and utilises surveys which have their own host of issues, especially if they are your only source of data collection.
- Their own individual data collection started during the COVID-19 pandemic and their sample for their survey was collected on the 19/11/2020, at a significant peak of the UK pandemic. This presents a potential skew in data that can only be verified by a reproduced study (someone else doing the exact same study to see if they get the same results).
This isn't to say that this is based on inaccurate conclusions or shoddy research. There is a link between problem gambling and video games, any player who plays games with loot boxes in them will tell you there is an issue. Valve especially has a problem in regards to reselling items and artificially forcing them into a seperate digital currency, resulting in scandals like CSGOLotto and what have you. There definitely needs to be some form of child protection from such things, and you can make the argument that developers (or more accurately publishers) can't be trusted to deal with microtransactions themselves. But at the same time, parents should be monitoring their children, especially when it comes to games that feature microtransactions.
TL;DR - Study makes good points about lootboxes being bad (who knew?), but the article have missed some key points in their reporting, as always.