31 October 2020
Gambling-like elements, commonly called loot boxes, in many video games are a concern as impressionable students may not be willing to understand or manage the risks involved.
The Ministry of Education said that students will be taught about the dangers of loot boxes from next year, as part of its cyber wellness education resources for students.
Research shows that spending players are often a very small subset of the total gamer population, yet they also spend disproportionately more. Loot boxes are particularly attractive because players get a chance of obtaining valuable items which enhance character abilities or provide cosmetic enhancements, among others.
Teenagers may thus not fully understand the consequences of purchasing hundreds of loot boxes, such as the costs involved. In designing effective cyber wellness education materials, simply telling students about the dangers of loot boxes may not be sufficient. We need to help them apply this knowledge to themselves and appreciate the implications of their own purchases.
MOE’s decision to try and educate students about the ills of loot boxes, even though it is optional for teachers to include in lessons, is thus a significant step. Considering the potential dangers, the authorities can go further and make such education compulsory, though it could be seen as overreaching in some quarters.