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Survey: Over 70% of Secondary Students Have Opened Virtual Loot Boxes, 9% Have Reached Problem Gambler Level
Lutheran Bright Center, in collaboration with Professor Wong Wai-ching from the Department of Social Work and Social Administration at the University of Hong Kong, and their research team, today released findings on Hong Kong adolescents’ exposure to virtual loot box mechanisms and their psychological health impacts. The study shows that virtual loot boxes are highly prevalent among teenagers and are associated with significant mental health risks, highlighting the urgent need for societal regulation and intervention.
Virtual loot boxes refer to digital gambling mechanisms in video games, including “card draws,” “egg draws,” and “mystery box openings.” Players recharge with real money to increase their chances of obtaining rare characters, skins, weapons, and other in-game assets. The center has previously encountered cases where primary and secondary school students stole money to purchase virtual loot boxes, with amounts ranging from several thousand to over one hundred thousand Hong Kong dollars.
The study was conducted between 2024 and 2025, using convenience sampling to analyze data from 792 local secondary school students. The findings reveal that 71% of respondents have engaged with virtual loot boxes; 57% have paid real money, with 19% spending over HKD 500 per month. Data indicates that 9% of the adolescents are at a “problem gambler” level. Statistical analysis confirms that the more time and money spent on virtual loot boxes, the higher the risk of problem gambling. Alarmingly, groups spending over HKD 500 monthly show significantly higher rates of suicidal thoughts, self-harm, and suicide attempts compared to other groups.
Over half of the respondents (56%) reported sometimes wanting to stay home all day, and 35% said they deliberately avoid social activities, mainly due to academic pressure, financial stress, and social difficulties. Analysis shows that higher participation in virtual loot boxes correlates with greater social withdrawal. The study suggests that some teenagers may use gaming activities as an escape when facing stress or emotional issues, which can negatively affect their social participation and overall well-being.
Additionally, when parents demonstrate higher levels of care, support, and responsiveness, adolescents are significantly less likely to purchase virtual loot boxes with real money. The results indicate that high-quality parent-child communication and supportive relationships can help reduce impulsive spending behaviors among teenagers, highlighting the critical role of family education in preventing excessive virtual loot box consumption and related addiction risks.