Counterplay: Circumventing the Belgian ban on loot boxes by adolescents
summary
Survey of 453 Flemish adolescents (ages 11–18) isolates 124 “counterplayers” versus 329 non‑counterplayers and documents concrete circumvention tactics: changing account location, using VPNs, buying via third‑party sites or soft currency, switching platforms (PC/Steam vs consoles), vouchers, and occasional jailbreaking. Counterplayers show higher gaming disorder, risky loot‑box engagement, more livestream watching, skin‑betting and selling loot box rewards; logistic regressions find small depth effects (5.3% for risky use/perceived skill) and a modest breadth effect (11.5% for selling rewards).
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