52 percent of Danish children between the ages of 11 and 16 have spent money on loot boxes in computer games. These are digital packages with random content where the player pays without knowing what the package contains.
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When we see so clearly that loot boxes and other addictive features have become a large part of children's digital everyday life, there is a need for clear rules that put children's rights and well-being first, says Susanne Dahl, Secretary General of UNICEF Denmark. At the Center for Digital Pedagogy, which is also behind the study, CEO Anni Marquard also believes that the extent of gambling-like purchases in games is too high. - Therefore, ther…
52 percent of Danish children between the ages of 11 and 16 have spent money on loot boxes in computer games. These are digital packages with random content where the player pays without knowing what the package contains.