Domain9 items

Educator · Recognition

Recognition

Loot boxes, fantasy lineups, skin trades, and sportsbooks share more structure than students realize.

Domain

Why Recognition matters

Spot the Setup

Identify gambling mechanics even when they are hidden inside games, apps, or social products.

Your progress in Recognition

Recognition mastery

2 of 9 mastered
x

1 in progress · 6 not started

Units in this domain

Domain

Unit · 5 items

Recognition Unit

Four lessons: the framework, where gambling hides in games, the convergence mechanics, and the dark-pattern walkthrough. Each lesson ends with a check; pass to mark it mastered.

Supporting materials

Handouts, references, and guides that pair with this unit.

Research citations

External academic sources that inform this domain.

  • Donati MA, Chiesi F, Primi C (2017). Gambling-Related Distortions and Problem Gambling in Adolescents. Frontiers in Psychology, 8, 2243.

    Adolescent-specific (n=306 male teens) model showing illusion of control and gambler’s fallacy mediate the path from probabilistic-reasoning failures to problem gambling — the evidence base for teaching these distortions to youth.

    Open source
  • Drummond A, Sauer JD (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2, 530–532.

    Analyzed 22 popular games and concluded most loot boxes meet the structural and psychological criteria of gambling. The cleanest single citation for the case that loot boxes are gambling-like under the stake-plus-chance-plus-prize framework.

    Open source
  • Zendle D, Meyer R, Over H (2019). Adolescents and loot boxes: links with problem gambling and motivations for purchase. Royal Society Open Science, 6(6), 190049.

    Found a moderate-to-large association between loot box spending and problem gambling in 16–18-year-olds (η²=0.120), stronger than the same association in adults. The strongest adolescent-specific evidence that loot box exposure links to gambling harm.

    Open source
  • King DL, Delfabbro PH (2018). Predatory monetization features in video games (e.g., loot boxes) and internet gaming disorder. Addiction, 113(11), 1967–1969.

    Taxonomy of predatory game monetization features with structural parallels to gambling. The reference paper for naming and classifying loot boxes, dynamic pricing, premium currencies, and other monetization mechanics in the convergence pipeline.

    Open source
  • Schüll ND (2012). Addiction by Design: Machine Gambling in Las Vegas. Princeton University Press.

    Foundational ethnography on how electronic gambling machines are engineered to maximize “time on device.” Origin of the modern dark-pattern conversation as applied to gambling and gaming products.

    Open source
  • Newall PWS (2025). Sludge, dark patterns and dark nudges: A taxonomy of online gambling platforms’ deceptive design features. Addiction.

    Three-part taxonomy of deceptive design in online gambling: “sludge” (frictions in withdrawal), “dark patterns” (deceptive UI like high suggested deposits), and “dark nudges” (framing that presents gambling as fun). The reference for naming structural design features in betting apps.

    Open source
  • Hing N, Russell AMT, King DL, Rockloff M, Browne M, Greer N, Newall P, Sproston K, Chamberlain SR (2022). Adolescent betting on esports using cash and skins: Links to gambling and problem gambling. PLOS ONE.

    Found 6.2% of adolescents under 18 engaged in esports skin betting (2.5x higher than cash esports betting), and skin bettors were ~3x more likely to meet problem gambling criteria. Best evidence for skin-betting markets as a youth-specific exposure.

    Open source