Literature DB >> 31030176

Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions.

Gabriel A Brooks1, Luke Clark2.   

Abstract

Loot boxes are virtual goods in video games that produce randomly-generated in-game rewards, and have attracted scrutiny because of a resemblance to gambling. This study tests relationships between gaming involvement, engagement with loot boxes, and their associations with disordered gambling and gambling-related cognitions. Online questionnaires were completed by 144 adults via MTurk (Study 1) and 113 undergraduates (Study 2). Gaming and loot box-related variables included estimated time spent gaming and monthly expenditure, the Internet Gaming Disorder Scale (IGDS), and questions that assessed perceptions and behaviours related to loot boxes. Most participants thought loot boxes were a form of gambling (68.1% &amp; 86.2%). A subset of items were condensed into a unidimensional "Risky Loot-box Index" (RLI) via exploratory factor analysis. In Study 1, the RLI showed significant associations with the Problem Gambling Severity Index (r = .491, p < .001) and the Gambling Related Cognitions Scale (r = .518, p < .001). Overall, gambling-related variables predicted 37.1% (p < .001) of the variance in RLI scores. Findings were replicated, though attenuated, in Study 2. These results demonstrate that besides the surface similarity of loot boxes to gambling, loot box engagement is correlated with gambling beliefs and problematic gambling behaviour in adult gamers.
Copyright © 2019 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Cognition; Gambling; Loot boxes; Loot crates; Microtransaction; Video game

Year:  2019        PMID: 31030176     DOI: 10.1016/j.addbeh.2019.04.009

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  28 in total

1.  Motives to engage with or refrain from gambling and loot box content: an exploratory qualitative investigation.

Authors:  Erika Puiras; Casey Oliver; Shayna Cummings; Micaela Sheinin; Dwight Mazmanian
Journal:  J Gambl Stud       Date:  2022-05-23

2.  Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling.

Authors:  Nancy Greer; Matthew Rockloff; Nerilee Hing; Matthew Browne; Daniel L King
Journal:  J Gambl Stud       Date:  2022-02-25

3.  Gambling along the schizotypal spectrum: The associations between schizotypal personality, gambling-related cognitions, luck, and problem gambling.

Authors:  Gabriel A Brooks; Luke Clark
Journal:  J Behav Addict       Date:  2022-05-19       Impact factor: 7.772

4.  Problem gamblers spend less money when loot boxes are removed from a game: a before and after study of Heroes of the Storm.

Authors:  David Zendle
Journal:  PeerJ       Date:  2019-10-29       Impact factor: 2.984

5.  Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes.

Authors:  Chanel J Larche; Katrina Chini; Christopher Lee; Mike J Dixon; Myra Fernandes
Journal:  J Gambl Stud       Date:  2021-03

6.  Effects of self-isolation and quarantine on loot box spending and excessive gaming-results of a natural experiment.

Authors:  Lauren C Hall; Aaron Drummond; James D Sauer; Christopher J Ferguson
Journal:  PeerJ       Date:  2021-02-03       Impact factor: 2.984

7.  "It's the Attraction of Winning That Draws You in"-A Qualitative Investigation of Reasons and Facilitators for Videogame Loot Box Engagement in UK Gamers.

Authors:  Laura Louise Nicklin; Stuart Gordon Spicer; James Close; Jonathan Parke; Oliver Smith; Thomas Raymen; Helen Lloyd; Joanne Lloyd
Journal:  J Clin Med       Date:  2021-05-13       Impact factor: 4.241

8.  The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey.

Authors:  Aaron Drummond; James D Sauer; Christopher J Ferguson; Lauren C Hall
Journal:  PLoS One       Date:  2020-03-23       Impact factor: 3.240

Review 9.  Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review.

Authors:  Kengo Yokomitsu; Tomonari Irie; Hiroki Shinkawa; Masanori Tanaka
Journal:  Curr Addict Rep       Date:  2021-07-08

10.  Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.

Authors:  Heather Wardle; David Zendle
Journal:  Cyberpsychol Behav Soc Netw       Date:  2020-10-27
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