Key Moments:
- A 2025 study from the University of Bergen surveyed 9,000 Norwegian youths aged 12 to 17
- 27.7% purchased loot boxes and 15.5% engaged in skin betting in the past year
- 7.1% of respondents met criteria for gambling problems, while 15% showed problematic gaming
Research Uncovers Risky Overlap Between Gaming and Gambling
A recent analysis from Spillforsk at the University of Bergen has highlighted a notable correlation between gaming elements – like loot boxes and skin betting – and increased gambling-related challenges among young people in Norway.
Demographics and Gaming Habits
Professor Ståle Pallesen led an in-depth study during 2025, gathering responses from 9,000 individuals aged between 12 and 17. The survey revealed that 27.7% of participants had purchased loot boxes over the past year, 29.4% spent money on in-game skins, and 15.5% took part in skin betting. Those who were involved in these in-game activities encountered gambling and gaming-related issues significantly more frequently.
| Activity | Percentage of Participants |
|---|---|
| Purchased Loot Boxes | 27.7% |
| Bought In-Game Skins | 29.4% |
| Engaged in Skin Betting | 15.5% |
Gender Differences and Additional Findings
The study also uncovered disparities based on gender. In the previous year, 18.8% of youths admitted to gambling, with 27.7% of boys and only 9.3% of girls partaking. Similarly, 45% of boys reported buying loot boxes, in contrast to 9% of girls.
Professor Pallesen commented:
“Through simulated gambling, young people are socialized into gambling; they learn the technical skills, but they learn a distorted reality where it is easy to win. It is clearly problematic when these young people get older and are exposed to other gambling games.”
Concerns were also raised by Atle Hamar, Director of the Lottery and Foundations Authority:
“It is serious that activities that mimic gambling, such as loot boxes and skin betting, are a gateway to gambling. We are very concerned that this could lead to more young people developing gambling problems. It is worrying that young people in this age group are playing these types of games as they are considered to have high addictive potential and therefore have an 18-year age limit.”
Additional Risk Factors Among Youth
The report examined how various other factors – including experiences with bullying, diminished mental or physical health, low levels of life satisfaction, use of alcohol, tobacco, or energy drinks, and insufficient parental support – could heighten the likelihood of developing gambling or gaming problems.
Prevalence of Problems and Implications for Regulation
Among respondents, 7.1% met established criteria for gambling issues, while 15% exhibited signs consistent with problematic gaming. Regulators in Norway have indicated they may consider this data in future policy decisions regarding digital gaming oversight and protection of young people.
These outcomes add to growing worldwide discourse on the intersection of gaming and gambling, with earlier actions this year from the UK Government advocating for strengthened controls on skin betting and loot boxes targeting minors.
- Author