It's not like these kids are going down the betting shops, or able to sign up to betting sites.
What they are doing is considering digital items as gambling and monetary value.
For instance steam (online computer game platform) has a marketplace where you can buy and sell digital content such as colour schemes for weapons. Some are worth over £1000.
Then comes loot boxes which come in two parts. The box, worth £0.10 and the key which could be £2.00.
In the description it tells you what is contained in the box and what you have a chance of getting. It's not like a scratch card where you have a 20% chance to lose your money.
So it all comes down to what you consider gambling and what you consider trading.
Most of these games companies move to micro-transaction structures as well as running ads and charging extornationate prices for the physical disk. But it's not like your losing your money. Your just paying for an item or mix of items. Sort of like a raffle except your guaranteed at least one prise.
What you should be more concerned about is how some of these kids have more money in virtual items than your average Joe blogs has in savings. And why have the parents not attached parental controls or at least are monitoring their children's internet activity.
Posted By: Basingstoke_Canary_J, Feb 13, 16:50:40
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