Primary, Secondary School Students May Be Taught 'Dangers of Loot Boxes' in Games from 2021

Primary, Secondary School Students May Be Taught 'Dangers of Loot Boxes' in Games from 2021

The Straits Times
Republished with Permission
21 October 2020

Mr Chong Ee Jay, a family life specialist and cyber wellness expert at Focus on the Family Singapore, said that there are gamers who are motivated by "the thrill of such randomised surprises from the loot boxes".

This can lead to them spending large amounts of money in the hope of getting some of these rare virtual items, which they would not get from playing the game usually.

A client that Mr Chong counselled about two years ago spent almost $500 on loot boxes in the game Overwatch in a month.

The then 17-year-old was first attracted to the loot boxes, as the items he got from them drew the attention of his friends, which he enjoyed.

To fund his purchases, the client also lied to his parents to get more allowance from them.

For Mr Chong, guiding the young on such cyber wellness issues needs to be done holistically by going beyond the classroom and involving parents, teachers and the community.

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