4 min read
Loot boxes. Skin cases. Gacha pulls.
If you (like me) are not the parent of an adolescent boy, these phrases may sound like components of a very unpleasant skincare routine.1
Luckily, Common Sense Media is here to clarify things for us. This week, they released a new, nationally-representative survey on boys ages 11 to 17 called Betting on Boys: Understanding Gambling Among Adolescent Boys.2
It turns out, these phrases refer to elements of video games in which players can earn random, chance-based rewards (like a slot machine)—and as we’ll learn, they’re common in games popular among adolescent boys.
I’ve been waiting for new research on gambling and the “gamblification” of gaming. We know this is happening, but until now, we have not had a good, up-to-date sense of where, how, and how much it is happening.
So let’s dive in.
Why study teen gambling now?
A few factors have changed the environment around gambling in the past decade:
In 2018, the Supreme Court voted to allow states to legalize online sports betting
This led to an explosion of sports betting platforms, including apps like FanDuel and DraftKings, which are easily accessible and frequently advertised on social media and streaming platforms3
At the same time, gaming platforms (like Fortnite and Roblox) have increasingly incorporated gambling-like features (e.g., loot boxes), which can blur the line between games and gambling
What counts as “gambling” and how much are kids doing it?
A total of 36% of boys ages 11 to 17 have gambled in the last year. This includes half (49%) of 17-year-old boys.

The report outlines three types of gambling:
23% of boys have engaged in online gaming-related gambling. This could include:
Exchanging real money for random rewards (e.g., loot boxes, gacha)
Trading or betting using in-game items that were purchased with real money (e.g., “skins”)
12% have engaged in traditional gambling. This could include:
Poker (online or in person)
In-person betting with friends for real money
Online gambling sites with real money
Digital or physical lottery or scratch-off tickets
12% have engaged in sports gambling. This could include:
Season or tournament contests for money (e.g., March Madness, fantasy leagues)
Sports betting using an app
Where are kids learning about gambling?
From friends
Peer influence is strong when it comes to gambling. 84% of boys whose friends gamble do too, compared to just 17% of those whose friends do not gamble.
In advertisements
A significant number of boys are coming across gambling ads (e.g., for sports betting apps) both online and offline:

From social media algorithms
Among boys who gamble, 45% report seeing online gambling content sometimes or often
59% of those say this content “just started showing up in [their] feed”, whereas only 14% say they sought it out
Inside of games
In many cases, gambling-like activities are simply built into games. Among boys who gambled in the past year, 54% reported they exchanged real money for chance-based rewards in games4
Why does this matter?
For some boys, and some gambling activities, there is likely nothing to worry about. As the researchers highlight: “Fantasy sports leagues, March Madness brackets,5 or small, friendly bets with peers often operate as social, community-building activities. Boys in our interviews commonly described these events as fun, friendly competitions with low stakes, often facilitating bonding with friends, teammates, or family members.”
At the same time, it’s important to recognize a larger online ecosystem where gambling is normalized, even from a very young age, and where boys may be targeted with gambling content and activities before it’s developmentally appropriate.
In most cases, gambling is illegal among minors. The case of gambling activities within games, however, is a bit of a loophole. Adolescents may use their own or a parent’s (real) money to purchase a loot box. Or they might buy an in-game item, like a “skin,” and then use this item as currency to bet on an esports game. For most boys, this might be fine, but for some, it can be problematic.
A total of 27% of boys who gamble report negative effects, like stress or conflict.
The researchers offer important suggestions for policymakers, including strengthening age verification, restricting gambling advertising to youth (following the example of the alcohol industry), and requiring limitations on gambling-like features in games for youth.
What should parents do?
This is one of those areas where I think the research (and therefore, guidance for parents) has really lagged behind the behavior.
In some cases, parents are totally unaware of the gambling-like activities within popular games, or that their children are being targeted with ads for sports betting apps.
Among the boys surveyed here, 59% reported having ever talked to their parents about gambling—which leaves a lot of families who have not known whether or how to have these conversations.
Here are some excellent suggestions from the researchers to get started:
Start conversations early. For example, you might ask your tween gamer “Have you ever bought a loot box or mystery item in a game? What did you get?”
Recognize gambling in its many forms. Get to know the games your son is playing, and the apps they are using. Ask them to explain them to you.
Set clear rules and monitor access. Establish spending limits for games and in-app purchases, and require permission before any real money gambling or game spending.
Pay attention to peer influence. Get to know your son’s friends and whether they’re engaging in gambling behaviors.
Watch for warning signs. If your son has lost serious amounts of money or is showing other signs of problematic gambling behavior, talk to a healthcare professional.
For more, here’s the full report from Common Sense Media: Betting on Boys: Understanding Gambling Among Adolescent Boys.
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I’ll be honest. I do not have a skincare routine. But if someone told me a “skin case” or “gacha pull” every few months would help, you better believe I’d do it.
Of course, girls gamble, too, but previous data shows that it is much more common among boys.
Interestingly, the NFL has said that it is limiting the number of sports betting ads that will play during this weekend’s Superbowl to six. And if your Internet algorithms look anything like mine, you somehow already know that one of them will feature Kendall Jenner. And also that she and Devin Booker had a flirty exchange in the comments of an Instagram post last week? I don’t know. Everything I’ve learned about this ad has been against my will.
Parents of tween/teen gamers: I would love to hear more about your experience with this! Particularly how you navigate the use of real money (theirs? yours?) within games, and any rules or limits you’ve set around it.
I do love a good March Madness bracket, but have never bet money on one. It would feel financially irresponsible given my strategy of picking teams based on, say, a delicious fish taco I once had near campus (UC San Diego) or the state where I learned to water ski (Wisconsin).



I wouldn't lump Fortnite and Roblox together - one of my main reasons for allowing Fortnite is that it doesn't have loot boxes or similar gambling elements. (On a non gambling note I also think Fortnite has much tighter controls over who your child can communicate with).
Fortnite does have in game purchasing though and I would say this plays a fairly big role in the whole experience, with lots of franchise tie-ins and celebrity collaborations. Importantly, items purchased are not random, you know exactly what you're getting. It's also not permitted for purchased items to confer any kind of player advantage - they're cosmetic only.
How we deal with the money element is this: My child gets £1 a week pocket money and he often saves this up to spend on VBux which pays for Fortnite items or a battle pass. He also received VBux gift cards at Christmas. So any money used is 'his' and we don't give extra just because he wants something right now. I was skeptical at first about him spending money on something that isn't 'real' but it's not that different to me paying to stream music.
One potential way to get kids attention would be to share video essays from some of the popular YouTube stars who've talked about it. Drew Gooden is one (https://youtu.be/DlMLfxxvKD8?si=dQ1N3_y5RLzduvXj) Coffeezilla is another, and there are probably many others. Sometimes things resonate better when kids hear it from their favorite "stars" or people they see as their peers.