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Source: New Zealand Ministry of Health

Summary

This research aimed to understand the experiences of Pasifika youth (age 16-30) gamers and whether there is a relationship between gaming and gambling. The research found that Pasifika youth could recognise and name characteristics of gaming harm and gambling harm for themselves, and were able to identify separate and shared adverse effects of gaming and gambling harm (eg irritability, isolation, and anger).

The research also explored youth engagement in other gambling activities outside of their gaming activities to gauge whether this influenced their gaming and/or gambling behaviour. It found that gaming often introduces young people to gambling activities such as solitaire and the increased desire to win. While money is often not involved, youth still spend time in gaming. In this research, Pasifika gamers spend significantly more money on loot boxes than their non-Māori, non-Pasifika counterparts.

The research concluded that there is an association between regular gaming for long periods and buying a loot box, and the characteristic link between gaming and gambling identical to that of problem gambling. A direct link between gaming and gambling requires further exploration.

MIL OSI