The number of accouchement with bank problems has “quadrupled to more than 50,000 in just two years”, according to recent reports.

The alarming abstracts come from the UK Bank Commission’s latest annual statistics, which showed that the prevalence of botheration bank among accouchement had risen to 1.7 percent, compared with 0.4 percent in 2016, and 0.9 percent in 2017.

To put these abstracts into context, botheration bank among teenagers all-embracing has absolutely been crumbling in the UK over the past 20 years.

A review of analysis appear that in 2000, almost 5 percent of teenagers met the belief for botheration bank – by 2016, it was less than a tenth of that.

The Bank Commission’s report also suggests the cogent access recorded in 2018 could be due to changes in the way survey data were calm – though the access amid 2016 and 2017 would not have been afflicted by this issue.

But as addition who has been researching boyish bank for more than 30 years, there is still cause for concern.

If there has been a 18-carat access in botheration bank among teenagers over the past couple of years, I think one of the main factors will have been the growing attendance of apish bank in video games.

Loot box lottery

Loot boxes, rates, cases, chests, bundles and card packs are, in essence, basic games of chance which can be purchased in video games. Players use real money to buy these basic items, which accommodate a chance alternative of rewards.

The likelihood of acceptable rare or able items is slim, so players are encouraged to spend more to access their affairs of success.

Many accepted video games – including Overwatch, Middle-earth: Shadow of War, Star Wars Battlefront 2, FIFA Ultimate Team – now affection loot boxes or the like.

The Bank Commission’s report noted that 13 percent of teenagers aged 11 to 16 had played gambling-style games online, and that 31 percent had accessed loot boxes in a video game or app, to try to access in-game items.


Some might argue that buying loot boxes isn’t gambling, because the rewards only have value within the game. But this is not always the case: there are many absolute websites (such as and, which allow players to trade in-game items or basic currency, in barter for real money.

What’s more, I have argued that the “prizes” won are – in banking terms – often a lot less admired than the prices paid. In effect, it is a action as to which items might be won. Indeed, loot boxes have already been banned in Belgium, on the area that they breach bank rules.

Taking a risk

A recent study found affirmation for a link amid the amount that video game players spent on loot boxes and the severity of botheration gambling.

In a large survey of 7,422 gamers, the more money a person spent buying loot boxes, the more likely they were to be a botheration gambler. The paper assured that the gambling-like appearance of loot boxes could be amenable for botheration bank severity, because the buying of other in-game items had no accord with the level of botheration gambling.

What’s the difference?

This affirmation does not prove that loot boxes cause botheration bank – but it does advance there is an affiliation that needs to be explored further. It may be that botheration gamblers are more admiring to buying loot boxes within video games.

But there’s added affirmation that apish bank – that is, bank for free – within video games is a risk factor which increases the likelihood of teenagers bank with real money and developing bank problems.

For this reason, I argue that accouchement should be banned from arena bank simulations in video games.

For example, in games such as Candy Crush and Runescape there are “wheel of fortune” games, which acerb resemble blackjack, where players have to pay to spin the wheel for a chance reward.

So it seems that botheration bank among young people has added over the last couple of years – but not at the rate claimed in many recent news stories.

However, the analysis suggests that loot boxes within video games could be a prime accidental factor to the access in botheration bank among teenagers.

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