Resilience towards gambling

This lesson will look at advertising awareness, gambling-like behaviours and virtual currencies.

Resilience towards gambling

This lesson will look at advertising awareness, gambling-like behaviours and virtual currencies.

Lesson details

Key learning points

  1. Advertising awareness
  2. Gambling-like behaviours in online games
  3. Virtual currencies

Content guidance

  • Contains subject matter which individuals may find upsetting.

Supervision

Adult supervision suggested.

Licence

This content is made available by Oak National Academy Limited and its partners and licensed under Oak’s terms & conditions (Collection 1), except where otherwise stated.

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5 Questions

Q1.
What is a loot box in gaming?
Correct answer: A feature in many video games - console and mobile.
Digital currency.
Something you can buy from a shop.
Q2.
Prohibiting micro-transactions and setting parental controls on devices can help prevent children from gambling.
False
Correct answer: True
Q3.
How many 11-16-year-olds in the UK have gambled in the last year?
28.2%
Correct answer: 39%
44%
Q4.
How many children and young people in the UK have spent money on loot boxes?
19.3%
Correct answer: 31%
7.1%
Q5.
What chance does a person have of getting a jackpot payout when playing a slot machine?
1:1 million
1:2
1:50
Correct answer: 1:600

5 Questions

Q1.
Young people can experience gambling activities through online gaming using virtual currency (meaning no real monetary value).
False
Correct answer: True
Q2.
Why is the risk of being exposed to gambling-like features higher in free-to-play games?
Free-to-play games have advertisements in them to keep them free and often feature ads for online casinos.
It isn’t higher. Games which are advertised as free-to-play are not permitted by law to charge for content.
Correct answer: Since the games are free to download, the chance of being exposed to loot boxes is much higher.
Q3.
How do children spend money in games?
Correct answer: Connect a voucher or debit card and pay real money or convert money into virtual currency.
Normal currencies, like pounds, are not accepted, so players have to use cryptocurrencies like Bitcoin.
They don’t - Once you’ve bought a game, you automatically have access to all the features.
Q4.
How can children buy paid-for virtual currencies?
They can use prepaid vouchers that don’t always require age verification, in addition to debit cards.
They have to ask their parents’ permission and use their debit card.
Correct answer: Under-18s are not allowed to buy virtual currencies so children won’t be able to buy them.
Q5.
Why are loot boxes so controversial?
Correct answer: Because the contents are undisclosed, forcing the player to ‘gamble’ for items.
Because they are VERY expensive and the contents are rarely worth the price.
Because you have to buy them to progress in a game.

Lesson appears in

UnitRSHE (PSHE) / Internet safety and harms: Gambling, debt and targeted advertising

RSHE (PSHE)