Although newly launched, the fast-paced shooter The Finals is already facing backlash from concerned parents. At the center of the controversy is a weapon cosmetic that turns a drum magazine into a spinning roulette wheel.
While it may appear playful, critics say this feature adds to the rising trend of gambling elements in teen-accessible games.
This isn’t the first time the gaming world has come under fire for such mechanics. In this article, we’ll examine how The Finals and the larger video game industry handle gambling-like systems—and what that means for young players.
- Rated “Teen” by ESRB, deemed suitable for players aged 13 and older.
- Features minimal violence with no gore or explicit mature themes.
- Includes a roulette-wheel cosmetic, sparking debates about gambling normalization in teen-friendly games.
What is The Finals and Why Should You Care?
The Finals, the latest PvP (player versus player) title from Embark Studios, throws teams of three into chaotic, escalating tournaments filled with flashy unlockable cosmetics. These items change appearance but don’t affect gameplay, keeping the focus on competition.
The game holds a “Teen” ESRB rating, deemed appropriate for players 13 and older. While packed with stylized violence, it avoids gore—defeated players burst into arcade tokens and leave behind toy-like figures—steering clear of mature themes.
That’s why the inclusion of a roulette-wheel gun cosmetic feels jarring. In a game carefully crafted to be accessible and kid-friendly, the nod to casino imagery raises questions. Game design rarely includes coincidences—so why introduce a feature tied to gambling when it seems disconnected from the rest of the content?
Exploring the Line Between Video Games & Online Gambling for Teens
There have been several studies done in the last few years examining the relationship between video games and online gambling. According to a study conducted by the Australian Centre for Population Health Research, the act of playing video games itself does not seem to make much difference in how players viewed gambling games and sports betting, as those outlooks are generally shaped by familial and cultural participation in said activities.
However, the same study also found that children who engaged in gambling-style games or features within their video games are more likely to view the act of gambli ng in a positive light.
How Much Gambling is in Video Games, Then?
Unsurprisingly, there is quite a bit of gambling in modern video games and it usually comes in one of two forms:
Simulated Gambling
One of the most common representations are simulated gambling games built directly into the games themselves — like Red Dead Redemption 2’s in-game poker and blackjack, Quasar in Mass Effect, or the dice poker in the Witcher games. These are in-game representations of gambling (often using games that exist in our world) that players engage in through the character — generally bankrolled by whatever money the player has found or earned in-game.
While those games are likely to favorably color your opinion of gambling games — Red Dead Redemption 2 certainly made us think we were better poker players than we actually are — this sort of gambling is generally only seen in games rated ‘M’ for ‘Mature’ by the ESRB (suitable for players aged 17+).
Loot Boxes
On the other hand, purchasable “loot boxes” are an extremely prevalent form of gambling found in many popular games and they cut out the middle man entirely. These games offer mystery packages to players that, when purchased (using real money), add a random item to their game account.
These items range from abilities and weapons that can give players advantage in-game to rare in-game cosmetics that can even be sold or traded in some cases (providing a real-world value) — or just give a player higher status and bragging rights.
One university group found that as many as 36% of the top PC games in the Steam store contained loot boxes, and that demographic is even higher on mobile games. These loot boxes have become such a massive issue that many countries require their purchase to be age-restricted, while others have banned them entirely due largely to their addictive nature.
You have likely read many stories where a child has run up their parents’ credit cards buying loot box after loot box in an effort to unlock some elusive outfit or vehicle for their in-game avatar. With such fervent behavior, it’s hard not to draw parallels between loot-box-crazed gamers and the troubled gambler with a too-strong fondness for horses.
Surprising Links Between Video Game and Gambling Addictions
Beyond the above examples of actual and simulated gambling in video games, another concern that is often brought up is the link between compulsive gambling and excessive video game playing, as the two look pretty similar to the average observer — for good reason.
A 2019 study conducted by faculty members of the University of Lethbridge found that, while 78.5% of video gamers interviewed had participated in gambling the year before and 70.7% of the self-identified gambling participants reported playing video games, it did not appear to be a matter of cause and effect.
Instead, problem video gamers and problem gamblers both share a series of personality traits that lead to their habits getting out of control. So while an individual who has issues moderating their habits around playing video games will likely have the same problems with building healthy gambling habits, the habits themselves do not seem to create a potential problem gambler.
Underage Gambling — Who’s to Blame?
Will teenagers really abandon a heated gaming session to register at an online casino just because they spotted a digital roulette wheel? Unlikely. Yet, research consistently finds that when gambling is portrayed in a positive light—through influencers, ads, or even family settings—it shapes how young people perceive risk and reward.
This is why growing parental concern is understandable. Popular teen-rated games like The Finals—and more recently Fortnite, now featuring casino-inspired cosmetics—are normalizing gambling imagery. While these features may seem harmless in isolation, their collective impact feeds into a wider cultural acceptance of gambling.
The bigger influence, however, comes from social platforms like TikTok, Facebook, Twitch, and Kick. With minimal effort, kids can access streams and videos glamorizing massive wins, offering step-by-step gambling guides, or showing influencers betting real money. These portrayals frame gambling as thrilling and profitable, rarely addressing its risks.
For parents, staying informed is essential—knowing what games kids play, what content they consume, and having open conversations about gambling dangers. Today’s digital spaces are saturated with both subtle and overt casino culture cues, and if children haven’t encountered them yet, it’s only a matter of time.
Gamers Today, Gamblers Tomorrow?
In the rapidly evolving world of online gaming, even something as small as a weapon cosmetic can spark big conversations about the blurred boundaries between gaming and gambling. When the well-being of young players is at stake, those conversations are impossible to ignore.
With children’s safety on the line, parents and experts alike are asking whether these mechanics act as gateways to real-world gambling risks. The roulette-themed cosmetic in The Finals is just one example. Simulated betting systems, loot boxes, and the overlap between gaming and gambling addiction continue to raise pressing concerns.
While some experts argue that video games don’t directly shape children’s attitudes toward gambling, the inclusion of simulated card play and chance-based loot boxes can blur the line between entertainment and risky behavior.
Parents must remain vigilant—understanding what their children are playing and teaching them about potential dangers in an increasingly digital world. The debate may have been ignited by The Finals, but it won’t end there. As new games and mechanics emerge, the call grows louder for safer gaming environments—ones where competition stays fun without sliding into a gamble for the next generation.