{"id":75783,"date":"2018-04-19T15:00:41","date_gmt":"2018-04-19T22:00:41","guid":{"rendered":"https:\/\/www.casino.org\/news\/?p=75783"},"modified":"2018-04-19T12:13:23","modified_gmt":"2018-04-19T19:13:23","slug":"gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022","status":"publish","type":"post","link":"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/","title":{"rendered":"Gamers Loot Box, Skins Gambling Spend to Hit $50 Billion by 2022, Says Analyst"},"content":{"rendered":"

A new report by Juniper Research suggests that consumer outlay on loot boxes and skins betting will rise 60 percent — to $50 billion a year by 2022 — and at least $48 billion of that will come strictly from loot boxes.<\/p>\n

\"Clash
The success of mobile games like Clash Royale <\/em>(pictured here), which have based their operations around consumable in-game chests and micro-transactions, means loot boxes have a bright future. (Image: Supercraft)<\/figcaption><\/figure>\n

Despite the backlash from the gaming community over the sudden preponderance of loot boxes and micro-transactions in high-spec console games like Star Wars Battlefront II<\/em> \u2013 and questions asked in Congress<\/a> about whether loot-boxes constitute gambling \u2013 it seems the \u201cpay to win\u201d model is here to stay.<\/p>\n

Loot boxes are consumable in-game packs that offer the player random chances to win more virtual items or skills. They\u2019re often offered as rewards for completing in-game tasks, but can also be bought for cash, hence the \u201cpay to win\u201d label.<\/p>\n

Looting to Escalate<\/strong><\/h2>\n

While their days may be numbered as a major component of high-spec video games, which the consumer has already purchased for upwards of $50, Juniper says their use in the mobile games space will continue to grow, despite increasing regulatory concern across the world.<\/p>\n

Their arguably addictive qualities and the element of chance have led to comparisons with slot machines and gambling.<\/p>\n

\n

Loot boxes have been used as device to monetize mobile \u201cfreemium\u201d social games for some time, acting as a \u201ccompulsion loop\u201d that keeps players engaged and financially invested in the game.<\/strong><\/p>\n<\/div>\n

Juniper notes that Clash Royale<\/em>, one of the most popular mobile apps in recent times, made loot-boxes the focus of the game with extraordinary results. The analyst estimates Clash Royale <\/em>has been downloaded 200 million times on Google Play, which means other developers are likely to copy its model.<\/p>\n

Save Your Skins<\/strong><\/h2>\n

Skins gambling<\/a> has faced a similar backlash. Skins are defined as cosmetic in-game items, named for the virtual designer weapons attainable in the game Counter Strike: Global Offensive<\/em> (CS:GO).<\/p>\n

The term is now applicable to any highly sought after in-game item that has attained a real-world value and can be traded for money, or transferred to a third-party site for the purposes of gambling.<\/p>\n

In 2016, facing at least two lawsuits accusing it of facilitating underage gambling as well as a storm of unwanted press attention, CS:GO publisher Valve Corp cracked down on the third-party sites that allowed skins betting on casino-style games, raffles and esports matches.<\/p>\n

Moving Underground<\/strong><\/h2>\n

Juniper notes that the crackdown has had an impact. The skins-betting market peaked in mid-2006 as a $5 billion industry, just before Valve took action. The company wrote to third-party gambling sites warning them their access to the Steam trading platform would be terminated, effectively cutting off their revenue stream, unless they failed to cease operating.<\/p>\n

Nevertheless, Valve is unlikely to halt the of trading skins across its Steam Marketplace without regulatory intervention, because it makes money from every transaction, the analysts said.<\/p>\n

\u201cJuniper finds skin gambling risks being pushed underground; without further counter-measures, wagers will surpass $1 billion globally by 2022, a fifth of the global market seen prior to Steam\u2019s interference.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"

A new report by Juniper Research suggests that consumer outlay on loot boxes and skins betting will rise 60 percent — to $50 billion a year by 2022 — and at least $48 billion of that will come strictly from loot boxes. Despite the backlash from the gaming community over the sudden preponderance of loot […]<\/p>\n","protected":false},"author":42,"featured_media":75785,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[3313,3312,10,19,16693],"tags":[],"acf":[],"yoast_head":"\nGamers Loot Box, Skins Gambling Spend to Hit $50 Billion by 2022<\/title>\n<meta name=\"description\" content=\"Loot boxes will grow through mobile games like Clash Royale, says Juniper Research, while skins gambling will be pushed underground. 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Collectively, they will form a $50 billion industry by 2022.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/\" \/>\n<meta property=\"og:site_name\" content=\"Casino.org\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/Casino.OrgNews\" \/>\n<meta property=\"article:published_time\" content=\"2018-04-19T22:00:41+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2018-04-19T19:13:23+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.casino.org\/news\/wp-content\/uploads\/2018\/04\/clash.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1280\" \/>\n\t<meta property=\"og:image:height\" content=\"720\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Casino.org Staff Writer\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Casino_Org\" \/>\n<meta name=\"twitter:site\" content=\"@Casino_Org\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Casino.org Staff Writer\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/\",\"url\":\"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/\",\"name\":\"Gamers Loot Box, Skins Gambling Spend to Hit $50 Billion by 2022\",\"isPartOf\":{\"@id\":\"https:\/\/www.casino.org\/news\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/#primaryimage\"},\"image\":{\"@id\":\"https:\/\/www.casino.org\/news\/gamers-loot-box-skins-gambling-spend-to-hit-50-billion-by-2022\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/www.casino.org\/news\/wp-content\/uploads\/2018\/04\/clash.jpg\",\"datePublished\":\"2018-04-19T22:00:41+00:00\",\"dateModified\":\"2018-04-19T19:13:23+00:00\",\"author\":{\"@id\":\"https:\/\/www.casino.org\/news\/#\/schema\/person\/8c48bf89dc86da77b4d856c7b3b78d77\"},\"description\":\"Loot boxes will grow through mobile games like Clash Royale, says Juniper Research, while skins gambling will be pushed underground. 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