Tuesday, 14 April 2026

Do video games pave the way for gambling among teenagers?

Video games are considered a source of positive experiences or an alternative way to spend free time; however, it is becoming increasingly evident that excessive involvement is associated with various negative consequences that affect physical, mental, and social health.

by Miruna Moanță and Bogdan Voicu, psychologists

Bogdan Voicu

Miruna Moanță

Today, the World Health Organization (WHO) has recognized “gaming disorder” as a mentalhealth condition characterized by compulsive and excessive use of video games that takes precedence over daily activities and social relationships. Recent studies have shown that video game disorder can lead to brain changes similar to those observed in substance addiction. This is concerning because the prevalence of video game use is particularly high among adolescents. Thus, repeated exposure is not merely a “teenage fad” or “a generation that doesn’t know how to have fun.” It is a real problem that leads to internal changes whose effects are particularly evident in academic performance, social life, self-control, and overall health.

 

When a person plays video games, the brain releases dopamine, a neurotransmitter associated with pleasure, motivation, and the reinforcement of behaviors. This release of dopamine is often triggered by certain achievements attained in a virtual game. From reaching a new level to earning virtual rewards (such as virtual items or currency), to overcoming a challenge or social interactions with other players, all of these are sources of dopamine release. Over time, these lead to a series of changes that may include:

– sensitization of the reward system: Repeated exposure to highly rewarding stimuli in games can lead to a sensitization of the dopaminergic system, making these stimuli increasingly appealing and harder to ignore. This creates an ever-growing desire for consumption, reflected in an increased tolerance threshold.

-desensitization to natural rewards: As the brain adapts to the high levels of dopamine induced by gaming, real-life rewards (such as social interactions, academic achievements, or non-digital hobbies) may become less satisfying, which can lead to a loss of interest in them.

As a result, virtual reality becomes much more interesting than real life. Video games provide an easy and accessible source of dopamine without requiring any effort.

-changes in brain connectivity: functional and structural connectivity may be altered in brain regions involved in impulse control, decision-making, and emotional regulation. These alterations may contribute to difficulty in reducing or stopping gaming, even in the face of negative consequences.

From a physiological standpoint, children may experience musculoskeletal problems, vision problems, a sedentary lifestyle, or bladder and bowel dysfunction.  From a psycho-emotional perspective, video game issues are linked to increased anxiety, depression, social isolation, heightened aggression, sleep problems, attention deficits, or memory impairment. Additionally, academic performance may decline, interpersonal relationships may be affected, and self-control and personal hygiene may be compromised. These behavioral patterns are common to all forms of addiction, where the addictive activity takes precedence over other essential aspects of life.

video games

Behind video games lies a series of mechanisms that influence the human mind. We are vulnerable to them, and they are appealing to the brain both online and offline.

A distinct feature of video games is the presence of monetization mechanisms such as microtransactions and “loot boxes.” These elements can exploit the brain’s reward mechanisms, creating a cycle of excessive spending and problematic behaviors by overstimulating the dopaminergic system.

-loot boxes are virtual “boxes” that you open to receive random items (skins, weapons, characters, etc.). Because you don’t know exactly what you’ll get before opening them—and because they can sometimes be purchased with real money—they keep the game exciting and encourage players to keep opening them. Each “box” can be equated with a dopamine release. A much faster and more appealing release than, say, an academic achievement. Especially if, when a box is opened, a very rare item appears that a player desires.

– microtransactions: these are small in-game payments made with real money. They can be for cosmetic items (skins, clothes, colors) or for advantages (better weapons, resources, boosts).  They are most commonly found in free-to-play games. Basically: the game is free, but you pay for extras. A trend is that even from a very young age, children ask their parents to top up a virtual account so they can purchase these benefits.

– pay-to-win: This is a type of microtransaction where those who pay have clear advantages in the game and can become stronger faster than those who don’t pay. This creates an imbalance among players. In addition to the continuous and negative stimulation of the dopaminergic system, the joy of the game is lost, and the teenager or adult ends up playing solely to win. Winning becomes far more important, along with achieving supremacy over other players.

Thus, what should be a relaxing, stimulating activity ends up becoming a drain on one’s energy, which is a problem.

When faced with such a problem, it is important to understand that the solution cannot be one that focuses solely on symptoms or relies on superficial fixes. It requires an in-depth approach commensurate with the problem itself.

First of all, young people today are already aware of the negative consequences, but in the face of the pleasure offered by the virtual environment, these no longer seem so important. That is why discussions about games or phones often end in failure.

The following are important:

-avoiding confrontational discussions, as they lead nowhere. They are exhausting for the adult and give the teenager yet another reason to withdraw or rebel against the parent. In this case, we should appeal to their curiosity and explain the underlying mechanisms. The goal is for the teenager or adult to understand the mechanisms at play. We can ask: What do you like about this game? What draws you to it? What did you like the most?

– one approach—though not very popular or widely accepted—is for a parent to play with their teenager in order to understand them and build a bridge of communication. We cannot forcefully remove or completely ban the virtual environment, but we can build a bridge of communication, a relationship with the child, and gradually bring them back to the offline world.

– clear and non-negotiable limits regarding money and time spent online. Any purchase must be discussed beforehand, based on a clear budget, and without a credit card saved in the game or within the child’s reach. It is important to teach them to be responsible.

This category can also include payment passwords and disabling in-app purchases:

– over time, this helps build healthy habits for you, your child, and your family. Learning how to spend free time begins in the early years of life. It’s important for a child to have a hobby, a passion, and shared activities with their parent. A child won’t know what to do with their free time, but an adult can give them ideas and actively engage with them.

– the power of example is also very important; so if a child or teenager has seen how an adult spends most of their time in the virtual world, they will do the same.

So, we don’t ban gaming, but it’s important to set clear financial limits and understand how it works. We shouldn’t be hesitant or “preachy,” but we can be curious and explain to our teenager how the human brain works and what pitfalls we might fall into. But, at the end of the day, communication and leading by example are what really matter.

If things were different “in your day,” this is how they are “in their day.” We can’t deny or ban something, but we can learn to use it to our advantage, not to our disadvantage.

“Loot box” mechanisms—through their random nature, typical of gambling, and microtransactions that create a habit of spending money on virtual items—can spark curiosity about gambling among minors in the context of the black market boom, which lacks mechanisms to prohibit minors from participating.

 





Author: Editor

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