| Literature DB >> 30462669 |
Abstract
Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community that similarities between loot boxes and gambling may lead to increases in problem gambling amongst gamers. A large-scale survey of gamers (n = 7,422) found evidence for a link (η2 = 0.054) between the amount that gamers spent on loot boxes and the severity of their problem gambling. This link was stronger than a link between problem gambling and buying other in-game items with real-world money (η2 = 0.004), suggesting that the gambling-like features of loot boxes are specifically responsible for the observed relationship between problem gambling and spending on loot boxes. It is unclear from this study whether buying loot boxes acts as a gateway to problem gambling, or whether spending large amounts of money on loot boxes appeals more to problem gamblers. However, in either case these results suggest that there may be good reason to regulate loot boxes in games.Entities:
Mesh:
Year: 2018 PMID: 30462669 PMCID: PMC6248934 DOI: 10.1371/journal.pone.0206767
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Box-plot of spend on loot boxes, split by severity of problem gambling.
Hinges represent 25th and 75th percentiles. Whiskers represent 1.5 times the IQR. Cental line represents the median. Circles represent outliers.
Fig 2Box-plot of spend on other micro-transactions in games, split by severity of problem gambling Hinges represent 25th and 75th percentiles.
Whiskers represent 1.5 times the IQR. Cental line represents the median. Circles represent outliers.
Means and standard deviation of both loot box spending and other microtransaction spending, split by problem gambling severity.
Standard deviations in brackets. The spend statistics reported here are mean categories, rather than a conversion into dollar figures. Relevant categories for each mean score are given below each statistic.
| Loot box spend | Other microtransaction spend | N | |
|---|---|---|---|
| Non problem gamblers | 2.41 (2.57) | 2.69 (2.36) | 5726 |
| Low-risk gamblers | 3.67 (3.12) | 3.04 (2.61) | 1422 |
| Moderate-risk gamblers | 4.96 (3.77) | 4.03 (3.38) | 170 |
| Problem gamblers | 6.47 (4.01) | 3.57 (3.54) | 104 |
| Total | 2.77 (2.84) | 2.80 (2.47) | 7422 |
Pairwise comparisons of the effects of problem gambling on loot box spending.
Effects that are significant at the p<0.008 level are marked with a *.
| Pairwise comparison groups | U | p-value | Cohen’s d |
|---|---|---|---|
| Non problem gamblers vs. low-risk gamblers | 3004462 | <0.001* | 0.368 |
| Non problem gamblers vs. moderate-risk gamblers | 282036.5 | <0.001* | 0.246 |
| Non problem gamblers vs. problem gamblers | 119725 | <0.001* | 0.277 |
| Low-risk gamblers vs. moderate-risk gamblers | 97550.5 | <0.001* | 0.207 |
| Low-risk gamblers vs. problem gamblers | 43479.5 | <0.001* | 0.365 |
| Moderate-risk gamblers vs. problem gamblers | 6875 | 0.002* | 0.38 |
Pairwise comparisons of the effects of problem gambling on other microtransaction spending.
Effects that are significant at the p<0.008 level are marked with a *.
| Pairwise comparison groups | U | p-value | Cohen’s d |
|---|---|---|---|
| Non problem gamblers vs. low-risk gamblers | 3781297.5 | <0.001* | 0.099 |
| Non problem gamblers vs. moderate-risk gamblers | 379105 | <0.001* | 0.128 |
| Non problem gamblers vs. problem gamblers | 267593.5 | 0.072 | 0.046 |
| Low-risk gamblers vs. moderate-risk gamblers | 102252 | 0.001* | 0.165 |
| Low-risk gamblers vs. problem gamblers | 71167.5 | 0.517 | 0.033 |
| Moderate-risk gamblers vs. problem gamblers | 7965.5 | 0.166 | 0.167 |