Skins gambling and the purchasing of in-game loot boxes will generate $50 billion by 2022, according to a study by Juniper Research. Popular games such as Overwatch, Fortnite: Battle Royale, PLAYERUNKNOWN'S BATTLEGROUNDS and Counter-Strike: Global Offensive all feature this phenomenons.
https://t.co/4Ba1Xvaqix— Jeroen Ruigrok (@ashemedai) April 19, 2018
"A new study from Juniper Research forecasts that loot boxes and skins gambling, two emerging gaming growth sectors, will reach a total spend of $50 billion by 2022, up from under $30 billion this year."
Between purchasing loot boxes in games like Overwatch, or spending real money for V-bucks in Fortnite: Battle Royale, the $30 billion estimated from this year is expected to increase by $20 billion in four years.
The report went on to talk about some of the biggest contributors to this growth, naming Steam's Marketplace as part of the skin gambling phenomenon.
I really did just accidentally buy 72 loot boxes on overwatch..— green dragon (@reaquaza) April 16, 2018
Juniper Research's report mentioned children as young as 11-years-old
CS:GO developer Valve has cracked down significantly on skins gambling in attempt to keep underage players from participating in the act. Valve sent a cease and desist letter to 23 skins gambling websites in July 2016, which caused a dent in the skin trade. Most recently, Valve imposed a seven day trade ban on all skins players acquire in an attempt to further curb the phenomenon.