Author:
Drummond Aaron,Hall Lauren C.,Sauer James D.
Abstract
AbstractLoot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.
Funder
Royal Society Te Apārangi
Publisher
Springer Science and Business Media LLC
Reference38 articles.
1. Drummond, A. & Sauer, J. D. Video game loot boxes are psychologically akin to gambling. Nat. Hum. Behav. 2(8), 530–532 (2018).
2. Zendle, D., Meyer, R., Cairns, P., Waters, S. & Ballou, N. The prevalence of loot boxes in mobile and desktop games. Addiction 115(9), 1768–1772 (2020).
3. Hunt, N., Moar, J. In-game gambling and loot boxes: Legislation, evolution & forecasts 2021–2025. Juniper Research. https://www.juniperresearch.com/researchstore/content-digital-media/in-game-gambling-loot-boxes-research-report?utm_campaign=pr1_ingamegamblinglootboxes_providers_content_mar21&utm_source=businesswire&utm_medium=pr. Accessed 14 March 2022.
4. Griffiths, M. D. Is the buying of loot boxes in video games a form of gambling or gaming?. Gaming Law Re. 22(1), 52–54 (2018).
5. Griffiths, M. D. Is the buying of loot boxes in video games a form of gambling or gaming?. Gaming Law Rev. 22(1), 52–54 (2018).
Cited by
9 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献