This study investigates the link between video gaming, gambling behaviour, and "grey-zone" gaming mechanics among Norwegian adolescents aged 12 to 17. Research demonstrates that excessive gaming, particularly engagement with gambling-like features such as loot boxes, skins, and skin betting, significantly increases the risk of developing problem gambling behaviours. Simulated gambling lowers the threshold for money betting by normalising mechanics where winning appears deceptively easy. Additionally, problematic gaming and early gambling participation correlate strongly with adverse life factors, including bullying, lower life satisfaction, poor parental monitoring, and substance use.
Methodology
The research was conducted by SPILLFORSK (National Competence Center for Gambling Research) at the University of Bergen on behalf of the Norwegian Gaming Authority (Lotteri- og stiftelsestilsynet). Data was gathered in 2025 using a large-scale quantitative survey of approximately 9,000 Norwegian youth aged 12–17. Validated diagnostic tools - such as the Lie/Bet architecture for gambling problems - were applied to classify gaming frequency, addiction levels, and risk factors.
Country or region of researched population
Norway
Citation
Pallesen, S., Mentzoni, R. A., & Molde, H. (2025). Ungdomsundersøkelse om penge- og dataspillproblemer i Norge 2025. SPILLFORSK, Universitetet i Bergen / Lotteri- og stiftelsestilsynet. https://lottstift.no/for-spillere/dataspilling-oker-risikoen-for-pengespill-blant-ungdom/
Record created:
31 July 2026
This study investigates the link between video gaming, gambling behaviour, and "grey-zone" gaming mechanics among Norwegian adolescents aged 12 to 17. Research demonstrates that excessive gaming, particularly engagement with gambling-like features such as loot boxes, skins, and skin betting, significantly increases the risk of developing problem gambling behaviours. Simulated gambling lowers the threshold for money betting by normalising mechanics where winning appears deceptively easy. Additionally, problematic gaming and early gambling participation correlate strongly with adverse life factors, including bullying, lower life satisfaction, poor parental monitoring, and substance use.
Methodology
The research was conducted by SPILLFORSK (National Competence Center for Gambling Research) at the University of Bergen on behalf of the Norwegian Gaming Authority (Lotteri- og stiftelsestilsynet). Data was gathered in 2025 using a large-scale quantitative survey of approximately 9,000 Norwegian youth aged 12–17. Validated diagnostic tools - such as the Lie/Bet architecture for gambling problems - were applied to classify gaming frequency, addiction levels, and risk factors.
Country or region of researched population
Norway
Citation
Pallesen, S., Mentzoni, R. A., & Molde, H. (2025). Ungdomsundersøkelse om penge- og dataspillproblemer i Norge 2025. SPILLFORSK, Universitetet i Bergen / Lotteri- og stiftelsestilsynet. https://lottstift.no/for-spillere/dataspilling-oker-risikoen-for-pengespill-blant-ungdom/
Record created:
31 July 2026- addiction addictive design gambling gaming lootbox adolescence
Related content
- < Previous Item
- Next Item >