ASIA/RESPONSIBLE GAMBLING

Nearly 20% of young adults in Japan prioritize spending on games over covering basic living expenses.

Spending on digital goods in video games continues to rise among young Japanese adults, as recent data indicates a sustained upward trend. These purchases occasionally occur at the cost of more urgent expenses, like rent.

Published on April 15, 2025

Nearly 20% of young adults in Japan prioritize spending on games over covering basic living expenses. Thumbnail

Summary

  • Spending on digital goods in video games continues to rise among young Japanese adults, as recent data indicates a sustained upward trend.
  • These purchases occasionally occur at the cost of more urgent expenses, like rent.
  • In the UK, a leading charity warns about the link between in-game purchases and gambling-related harm in children.


Japanese young adults aged 20 to 29 often demonstrate a strong inclination toward video gaming, sometimes at the expense of financially sensible choices. SMBC Consumer Finance's annual survey on financial awareness reveals that many in this age group prioritize gaming-related expenses over essential needs.

Young Japanese adults continue to spend on in-game purchases, in some instances, imprudently

According to findings from the banking subsidiary's annual survey, 18.8% of the 1,000 people interviewed prioritized spending on in-game purchases over living expenses. This means nearly 1 in 5 young Japanese men and women chose to spend their money on digital goods in video games rather than on essential daily needs. Men were more inclined to make these financial choices, with 22.8% of men doing so compared to just 14.8% of women. The survey also noted an increase in the number of respondents who agreed with statements such as I'm willing to pay to have an advantage in-game and I can't enjoy the game without making in-game purchases. This suggests that many people now associate their enjoyment of video games with their in-game purchases.

In-game purchases and addiction tendencies in children

Loot boxes have often been associated with gambling-like mechanics, although no conclusive evidence equating the two has been found. Lawmakers have been hesitant to classify them as such, though there have been individual voices of criticism. In the United Kingdom, the non-profit organization GambleAware recently unveiled an installation featuring 85,000 poker chips, each representing a child believed to be addicted to gambling in the country. GambleAware has consistently argued that loot boxes and in-game purchases in video games may lead children to display gambling-like behaviors and experience gambling-related harm.

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