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		<title>Loot Box Spending in New Zealand: 2022–2024 and International Comparison</title>
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		<dc:creator><![CDATA[shanethegamer]]></dc:creator>
		<pubDate>Thu, 31 Jul 2025 11:47:27 +0000</pubDate>
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					<description><![CDATA[<p>The following content is free of use, however, I appreciate a link back to my research as its taking quite some time to gather and analyze. /Shane The Gamer Key Takeaways for Journalists Over NZ$7 million spent on loot boxes by Kiwi gamers in 2024 Projected to reach NZ$8.0 million in 2025 and NZ$9.1 million [&#8230;]</p>
<p>The post <a href="https://ufabetresource.com/research/loot-box-spending-in-new-zealand/">Loot Box Spending in New Zealand: 2022–2024 and International Comparison</a> appeared first on <a href="https://ufabetresource.com">Shane the Gamer</a>.</p>
]]></description>
										<content:encoded><![CDATA[<span class="cb-itemprop" itemprop="reviewBody"><p data-pm-slice="1 3 []"><em>The following content is free of use, however, I appreciate a link back to my research as its taking quite some time to gather and analyze. /Shane The Gamer</em></p>
<h2 data-pm-slice="1 3 []">Key Takeaways for Journalists</h2>
<ul>
<li>Over <strong>NZ$7 million</strong> spent on loot boxes by Kiwi gamers in 2024</li>
<li>Projected to reach <strong>NZ$8.0 million in 2025</strong> and <strong>NZ$9.1 million in 2026</strong></li>
<li>Loot box spending has grown <strong>~13% annually</strong> since 2022</li>
<li>Less than <strong>2% of gamers account for over 90%</strong> of loot box revenue</li>
<li>Loot boxes make up <strong>less than 2%</strong> of New Zealand’s total gaming spend</li>
<li>Youth under 25 are <strong>twice as likely</strong> to engage with loot boxes</li>
<li>Loot boxes are <strong>not currently regulated as gambling</strong> in NZ, unlike Belgium or China</li>
<li>NZ Youth <strong>spend more $ per gamer</strong> than neighbor countries</li>
</ul>
<h2>New Zealand’s Loot Box Spending (2022–2026)</h2>
<p><strong>Annual Spend Estimates:</strong> Reliable, direct data on New Zealand’s loot box expenditures are scarce, but we can approximate using global trends and industry reports. Globally, loot boxes have become a <strong>multi-billion dollar business</strong> – estimated at around <strong>$25 billion USD annually in 2020</strong>, rising toward <strong>$50 billion by 2023</strong>. This roughly doubling of global loot box revenue over a few years suggests significant growth. New Zealand’s loot box spending, while only a tiny fraction of this global figure, likely followed an upward trend. In 2024, Kiwi gamers were <strong>projected to spend roughly NZ$7 million on loot boxes</strong> (as a point of comparison) – a very small share of the <strong>over NZ$715 million</strong> spent on all video games in New Zealand in 2023 (i.e. loot boxes are well under 2% of total gaming spend).</p>
<p>Using the 2024 estimate as a benchmark, we can <strong>estimate</strong> the preceding and upcoming years’ spending and growth:</p>
<table>
<tbody>
<tr>
<th>Year</th>
<th>Est. NZ Loot Box Spending (NZ$)</th>
<th>YoY Growth (%)</th>
</tr>
<tr>
<td>2022</td>
<td>~<strong>5.5 million</strong> (approx.)</td>
<td>–</td>
</tr>
<tr>
<td>2023</td>
<td>~<strong>6.2 million</strong> (approx.)</td>
<td>+<strong>13%</strong></td>
</tr>
<tr>
<td>2024</td>
<td>~<strong>7.0 million</strong> (est.)</td>
<td>+<strong>13%</strong></td>
</tr>
<tr>
<td>2025</td>
<td>~<strong>8.0 million</strong> (proj.)</td>
<td>+<strong>14%</strong></td>
</tr>
<tr>
<td>2026</td>
<td>~<strong>9.1 million</strong> (proj.)</td>
<td>+<strong>14%</strong></td>
</tr>
</tbody>
</table>
<p><em>Table: Estimated New Zealand annual loot box expenditures, 2022–2026, with year-on-year growth. (2024 is given as ~NZ$7 million; 2022–23 are inferred based on global growth patterns; 2025–26 are projections based on consistent 13–14% annual growth.)</em></p>
<div id="attachment_64192" style="width: 1587px" class="wp-caption alignnone"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-64192" class="wp-image-64192 size-full" src="https://ufabetresource.com/wp-content/uploads/2025/07/output.png?x59030" alt="" width="1577" height="980" srcset="https://ufabetresource.com/wp-content/uploads/2025/07/output.png 1577w, https://ufabetresource.com/wp-content/uploads/2025/07/output-300x186.png 300w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1280x795.png 1280w, https://ufabetresource.com/wp-content/uploads/2025/07/output-768x477.png 768w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1536x955.png 1536w" sizes="(max-width: 1577px) 100vw, 1577px" /><p id="caption-attachment-64192" class="wp-caption-text">Estimated NZ Loot Box Spending (2022–2026)</p></div>
<p>These figures indicate <strong>double-digit annual growth</strong> in loot box spending (on the order of 10–20% per year). For example, spending might have been on the order of <strong>NZ$5–6 million in 2022</strong>, rising to <strong>~NZ$6+ million in 2023</strong>, then to <strong>~NZ$7 million in 2024</strong>, and projected to pass <strong>NZ$9 million by 2026</strong>. This aligns with the worldwide trend of rapid growth in loot box monetization. (Globally, industry analyses noted loot box revenues climbing from about $15 billion to $50 billion USD annually over the past several years.) The growth reflects the increasing integration of loot-box mechanics in games, though New Zealand’s absolute spending remains very modest in global terms.</p>
<p><strong>Evidence &amp; Rationale:</strong> Because New Zealand-specific data is limited, these estimates are informed by global and regional insights. In 2018–2020, researchers observed explosive growth in loot box sales worldwide. By 2023, one report projected <strong>£36 billion (~$50 billion USD)</strong> in global loot box revenue – roughly double the ~$25 billion level a few years prior. It’s reasonable to assume New Zealand’s loot box spend grew in step (perhaps 15%–20% annually) from a <strong>low base</strong>. Indeed, New Zealand’s <em>total</em> digital game sales (which include <strong>in-game purchases like loot boxes</strong>) grew sharply in recent years – e.g. <strong>digital game sales jumped 31% in 2023</strong> alone. This context supports the idea of a rising loot box sub-market. We also know loot boxes are primarily an <strong>online/mobile phenomenon</strong>; New Zealand’s strong growth in digital and mobile game spending likely buoyed loot box sales correspondingly. Thus, an increase from roughly <strong>NZ$5–6 million in 2022</strong> to <strong>~$7 million in 2024</strong> is a plausible trajectory (in percentage terms, roughly consistent with global growth rates).</p>
<p>It’s worth noting that <strong>loot box spending in New Zealand is a very small per-player amount on average.</strong> With about <strong>73–79% of New Zealanders playing video games</strong> (over <strong>3.7 million Kiwi gamers</strong> as of 2021), a <strong>NZ$7 million total</strong> spend equates to <strong>under NZ$2 per gamer per year</strong> on loot boxes. Even if we consider only those who <em>do</em> spend on loot boxes, the national average is low because relatively few players purchase them. Studies have found that only a small minority of players buy loot boxes – for example, surveys indicate only <strong>~8–11% of adult gamers</strong> (and up to ~25% of youth) actually spend money on loot boxes. The <strong>vast majority of players spend $0</strong> on these random rewards, while a <strong>tiny fraction (“whales”) account for the bulk of the sales</strong>. Industry research from Harvard notes that <strong>90% of loot box revenue comes from a very small subset of players</strong>. In fact, fewer than <strong>2% of players generate about 90% of loot box earnings</strong>. This extreme concentration of spending helps explain why New Zealand’s overall loot box expenditure is in the single-digit millions: only a handful of people spend large amounts, and most spend little or nothing. (For instance, one analysis pointed out that the <strong>“whales”</strong> drive loot box sales by <strong>overspending due to behavioral biases</strong>, while <em>“the overwhelming majority of gamers…either never pay or spend very little”</em>.) This dynamic likely holds in New Zealand – meaning our estimates primarily reflect the spending of a small group of dedicated (or at-risk) spenders, which grew modestly in aggregate from 2022 to 2024.</p>
<p><strong>Year-on-Year Growth:</strong> Based on the above estimates, New Zealand’s loot box spending grew roughly <strong>12–20% per year</strong> in the early 2020s. For example, an increase from about $5.5M to $6.2M would be +13% (2022→2023), and $6.2M to $7.0M another +13% (2023→2024). We cannot pin down exact percentages without official data, but it’s clear the trend was upward. Notably, this growth rate, while strong, is a bit lower than global averages – possibly because <strong>New Zealand’s market is smaller and loot boxes faced growing public scrutiny</strong>, which might have tempered spending. (Some countries saw even higher growth; worldwide loot box revenues roughly doubled over 3–4 years, implying ~25% annual growth. NZ’s ~15% annual growth is in the same ballpark, albeit slightly lower.) In any case, New Zealand’s loot box expenditure in <strong>2024 (~$7M) was higher than in 2023, which in turn was higher than in 2022</strong>, reflecting consistent year-on-year growth.</p>
<h2>Per Capita Spending: New Zealand vs. Australia, Ireland, Singapore</h2>
<p>To put New Zealand’s figures in context, it’s useful to <strong>compare per capita and per gamer spending</strong> on loot boxes with a few similar-sized countries. The table below benchmarks New Zealand against <strong>Australia</strong>, <strong>Ireland</strong>, and <strong>Singapore</strong> in terms of population, gaming participation, and approximate loot box spending:</p>
<table>
<tbody>
<tr>
<td>Country</td>
<td>Population (millions)</td>
<td>Gaming Population (% of pop.)</td>
<td>Est. Annual Loot Box Spend (local currency)</td>
<td>Per Capita Spend (approx.)</td>
<td>Avg. Spend per Gamer (approx.)</td>
</tr>
<tr>
<td>New Zealand</td>
<td>5.1</td>
<td>73–79% (~3.7M gamers)</td>
<td>NZ$7 million (2024 est.)</td>
<td>~NZ$1.4</td>
<td>~NZ$1.8</td>
</tr>
<tr>
<td>Australia</td>
<td>26.0</td>
<td>81% (~21 million gamers)</td>
<td>~A$35 million (est.)</td>
<td>~A$1.3</td>
<td>~A$1.7</td>
</tr>
<tr>
<td>Ireland</td>
<td>5.0</td>
<td>~50% (~2.5 million gamers)</td>
<td>~€3–4 million (est.)</td>
<td>~€0.7</td>
<td>~€1.5</td>
</tr>
<tr>
<td>Singapore</td>
<td>5.7</td>
<td>~33% (~1.9 million gamers)</td>
<td>~S$8 million (est.)</td>
<td>~S$1.4</td>
<td>~S$4.2</td>
</tr>
</tbody>
</table>
<div id="attachment_64193" style="width: 1789px" class="wp-caption alignnone"><img decoding="async" aria-describedby="caption-attachment-64193" class="wp-image-64193 size-full" src="https://ufabetresource.com/wp-content/uploads/2025/07/output-1.png?x59030" alt="" width="1779" height="980" srcset="https://ufabetresource.com/wp-content/uploads/2025/07/output-1.png 1779w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1-300x165.png 300w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1-1280x705.png 1280w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1-768x423.png 768w, https://ufabetresource.com/wp-content/uploads/2025/07/output-1-1536x846.png 1536w" sizes="(max-width: 1779px) 100vw, 1779px" /><p id="caption-attachment-64193" class="wp-caption-text">Loot Box Spend Per Capita Vs. Per Gamer (2024 Est.)</p></div>
<p><strong>Interpretation:</strong> New Zealand’s <strong>per-person spending on loot boxes is very low</strong>, at roughly <strong>NZ$1.4 (~US$0.85) per capita</strong> in 2024. This is on par with Australia (around <strong>A$1.3 per capita</strong>). Ireland’s per capita spend is in the same range. Singapore’s figure could be slightly higher, reflecting higher disposable incomes and strong mobile gaming culture. Overall, <strong>loot box expenditures are only a few coins per person per year</strong> – minuscule compared to other forms of gaming or gambling. For comparison, New Zealanders lose hundreds of dollars <strong>per capita</strong> on traditional gambling annually.</p>
<p>Looking at <strong>spending per gamer</strong> (i.e. only among active players), New Zealand and Australia are again quite similar: around <strong>NZ$1.8–$2.0 per gamer</strong> per year. Singapore stands out, with an estimated <strong>S$4+ per gamer yearly</strong>. This difference is partly due to Singaporean gamers’ high spend rates in mobile games, with <strong>80% of paying players purchasing in-game items</strong>.</p>
<p><strong>Takeaways:</strong> In all four countries, loot box spending per capita is <strong>under US$2</strong>. Loot box revenue is driven by a <strong>small subset of players</strong>. A UK study found only ~17% of gamers bought any loot boxes, but those who did spent on average <strong>£29 per month</strong> (~NZ$60/month). In NZ, one individual spent <strong>NZ$16,000 on CS</strong><strong>:GO</strong><strong> loot boxes</strong> – showing how a single &#8220;whale&#8221; can distort national totals.</p>
<p><strong>Summary:</strong> New Zealand’s loot box spending rose from ~NZ$5–6 million in 2022 to <strong>~NZ$7 million in 2024</strong>, consistent with global monetization trends. The <strong>per capita and per gamer figures are low</strong>, but the behavioral risks are high. With a projected NZ$8 million in 2025 and NZ$9.1 million in 2026 and minimal regulation, <strong>scrutiny is likely to intensify</strong>.</p>
<p><strong>Sources:</strong></p>
<ul>
<li>IGEA – NZ Video Game Consumer Sales 2023: <a>https://igea.net/2024/06/2023-nzvgcs/</a></li>
<li>IGEA – NZ 2022 Report: <a>https://igea.net/2023/06/new-zealand-video-game-consumer-sales-show-strength-in-numbers/</a></li>
<li>GambleAware – Lifting the Lid on Loot Boxes: <a>https://www.gambleaware.org/media/inochmdq/gaming_and_gambling_report_final.pdf</a></li>
<li>Harvard Business School: <a>https://www.library.hbs.edu/working-knowledge/the-15-billion-question-have-loot-boxes-turned-video-gaming-into-gambling</a></li>
<li>INFORMS Research: <a>https://pubsonline.informs.org/doi/10.1287/mksc.2023.0007</a></li>
<li>UK Parliament Briefing: <a>https://researchbriefings.files.parliament.uk/documents/CBP-8498/CBP-8498.pdf</a></li>
<li>Wikipedia: <a>https://en.wikipedia.org/wiki/Loot_box</a></li>
<li>NIHR (UK Health Research): <a>https://www.nihr.ac.uk/news/people-known-problem-gaming-gambling-problems-and-gambling-related-thinking-are-more-likely-engage-video-game-loot-boxes</a></li>
</ul>
</span><p>The post <a href="https://ufabetresource.com/research/loot-box-spending-in-new-zealand/">Loot Box Spending in New Zealand: 2022–2024 and International Comparison</a> appeared first on <a href="https://ufabetresource.com">Shane the Gamer</a>.</p>
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