Norwegian Youth Facing Increased Gambling Risks Due to Gaming Features

In 2025, a comprehensive study led by Professor Ståle Pallesen from Spillforsk at the University of Bergen highlighted a notable connection between certain gaming mechanics, such as loot boxes and skin betting, and gambling-related issues among young people in Norway. The study surveyed 9,000 participants aged 12 to 17, revealing that 27.7% had purchased loot boxes within the past year, 29.4% had spent money on in-game skins, and 15.5% had engaged in skin betting. These activities were strongly linked to a higher incidence of gambling and gaming-related problems among the youth.

Delving into the demographics, the study found that 18.8% of respondents had gambled over the past year, with a significant gender disparity: 27.7% of boys compared to just 9.3% of girls admitted to gambling. This gender gap was also evident in the purchase of loot boxes, with 45% of boys buying them against only 9% of girls.

Professor Pallesen expressed concern over the implications of these findings, noting that young people are being socialized into gambling through these gaming features. He pointed out that while they learn the technical skills associated with gambling, the reality they experience is distorted, making it appear easier to win than it actually is. This potentially sets a problematic foundation for when they encounter other gambling forms later in life.

Atle Hamar, Director of the Lottery and Foundations Authority, voiced similar concerns, emphasizing the seriousness of activities that mimic gambling, such as loot boxes and skin betting, serving as gateways into gambling. This could increase the likelihood of young people developing gambling problems. He stressed that these games are considered to have high addictive potential and thus have an 18-year age restriction, yet they are still being accessed by younger adolescents.

The study also explored additional risk factors that contribute to gambling and gaming issues among youth, including experiences of bullying, poor mental or physical health, low life satisfaction, and the use of substances like alcohol, tobacco, or energy drinks. Notably, a lack of parental support was identified as a significant risk factor.

Bringing all these elements together, the research concluded that 7.1% of the surveyed youths met the criteria for gambling problems, while 15% exhibited signs of problematic gaming. These results contribute to the rising global concerns about the overlap between gaming and gambling.

Earlier in the year, similar concerns were raised in the United Kingdom, leading the government to call for stricter regulations on skin betting and loot boxes to protect minors from gambling-like features. With the new data from Norway, it is likely that Norwegian regulators will consider revising their approaches to better shield young people and impose stricter controls on digital gaming environments.

From another perspective, some industry experts argue that these gaming mechanics are integral to the digital economy of games, providing developers with revenue streams that allow for lower up-front costs for consumers. They assert that with proper regulation and parental control, these features can exist without necessarily leading to harmful gambling habits.

However, the counterargument is that the potential risks to young people’s mental health and future wellbeing far outweigh these economic benefits. Critics emphasize the urgent need for increased awareness and education among both parents and children about the risks associated with these gaming features. As these discussions continue, the study serves as a pivotal piece of evidence in understanding how modern gaming environments can influence youth gambling behaviors, prompting policymakers to take thoughtful and informed actions.

Overall, the findings shed light on the complex nature of gaming and gambling among Norwegian youth, underscoring a need for vigilance and proactive measures from both regulators and families to ensure a safe and healthy environment for young gamers.

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