
Survey: 68% of Young Adult Gamers Know About In-Game Purchases
Young gamers show high awareness of in-game purchases, with 68% knowing about items like skins and loot boxes, and 46% having made such purchases. While 37% understand these items' potential use in betting, only 4% have engaged in such activities.

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Online gambling encompasses various forms, from poker to online casinos, using both traditional and digital currencies. Most countries heavily regulate these markets to protect players and generate tax revenue.
In the UK, all gambling forms are regulated, including physical casinos, bookmakers, and online platforms. Since 2014, online gambling operators must verify age, implement safety measures, and collect KYC information from players.
The US takes a state-by-state approach to gambling regulation. While nearly 40 states allow mobile sports betting, only seven permit online casinos. Las Vegas maintains separate regulations for physical casinos.
Loot box regulations vary globally:
- China requires disclosure of winning odds and improved chances with each purchase
- Netherlands and Belgium initially banned loot boxes completely
- EA faced legal challenges in the Netherlands regarding FIFA Ultimate Team packs
- Belgium maintains strict regulations, causing major gaming companies to disable loot boxes
Skin gambling, particularly in Counter-Strike, remains controversial. Players use in-game skins as currency for betting on third-party sites, despite Valve's official disapproval of the practice.

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The industry shows signs of self-regulation, with companies like Epic Games removing paid loot boxes from Fortnite and increasing transparency. Future regulations may require companies offering loot boxes to obtain gambling operator licenses, ensuring better consumer protection and understanding.
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