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A study by Callum Deery examines the prevalence of gambling-like purchases in player-generated games on Roblox, a platform whose content is produced largely by independent developers rather than the platform itself. Motivated by links between loot boxes and problem gambling, the research assesses how common these mechanics are and what the expected wagers and outcomes look like. The sample comprised 100 games drawn from Roblox's "most popular" category, each played and recorded for ten minutes, with additional time used where needed to capture full mechanic details.
The findings indicate that gambling-like mechanics are widespread. Sixty-eight of the 100 games contained loot boxes or gacha systems, 19 included simulated slot-style or prize-wheel machines, and two featured simulated card games such as poker. In some titles these mechanics were central to gameplay, such as simulated case-opening systems modeled on popular shooter and sports card-collecting products. Buy-in costs varied considerably: minimum buy-ins averaged 86.9 Robux (median 50), while maximum buy-ins averaged 1,501 Robux (median 449). Converted using the most efficient Hong Kong bundles, mean minimum and maximum buy-ins came to roughly HK$23 and HK$158. Most games allowed players to win items, and a smaller number offered in-game currency or transferable items.
Age ratings and content warnings were found to be inadequate. Only one game carried a gambling-related warning, while the highest age rating applied to any sampled game was "Moderate 13+," despite the presence of gambling-like content aimed at a young audience. The study concludes that these mechanics are prevalent and embedded in game design on the platform, raising significant player-protection concerns.
Naavik · 2025