pdf, 32.01 MB
pdf, 32.01 MB
docx, 28.3 MB
docx, 28.3 MB

Today, many games contain random paid items (sometimes known as ‘gacha’ features), the most common of which are ‘loot boxes’ - a virtual mystery chest that may contain a virtual prize of high value, or - more likely - a low-value prize. These have been called a ‘gateway to gambling’ by many observers.

To show what can happen when you get caught in the excitement → risk → disappointment cycle of chasing a ‘big win’, here’s a story about ‘Alex’ - a teenager who was lured in, but managed (just) to steer himself back to better choices.

NOTE: gambling is a sensitive topic. We suggest you set some ground rules with pupils before introducing this story (e.g no open discussion of real people with similar stories, acknowledge that gambling is forbidden in some religions and cultures, etc.).

  • Give each pupil a copy of the text (“Alex’s Story”)

  • Read it individually or as a class

  • Discuss some key questions about what the story tells us:

*- Why do you think Alex carried on buying loot boxes after the first one?

  • Why do you think the company that made the game put loot boxes in it?
  • What do you think Alex learned from this experience?*
  • Give each pupil the most appropriate challenge-level of questions to answer (they’re differentiated three ways) OR let them choose the best level for them

  • Extension: write a new ending to the story, one in which Alex can’t stop himself from chasing the top loot box prize.

Creative Commons "NoDerivatives"

Reviews

Something went wrong, please try again later.

This resource hasn't been reviewed yet

To ensure quality for our reviews, only customers who have downloaded this resource can review it

Report this resourceto let us know if it violates our terms and conditions.
Our customer service team will review your report and will be in touch.