Literature DB >> 31129456

The relationship of loot box purchases to problem video gaming and problem gambling.

Wen Li1, Devin Mills2, Lia Nower2.   

Abstract

Loot boxes are virtual items in many video games that let players "gamble" on an item of chance. Loot boxes bring an element of gambling into video games, which might prime video game users to engage in online gambling activities. However, few studies have focused on this emerging issue. The present study investigated the relationships between loot box purchases and both problem video gaming and problem gambling severity. Cross-sectional, self-report data were collected from 618 adult video gamers (M = 27 years of age, SD = 8.9, 63.7% male) via an online survey. Nearly half of the sample (44.2%) spent money on loot box purchases in the past year. Loot box purchasers played video games and gambled online more frequently, reported more extended gaming and online gambling sessions, and endorsed higher levels of problem video gaming and problem gambling severity as well as greater mental distress relative to those who did not buy loot boxes. Results from a series of path analyses revealed that loot box purchasing was directly related to problem video gaming and problem gambling severity as well as indirectly through increased video gaming/online gambling engagement, which in turn is related to elevated psychological distress. The present findings provide insight into the role of loot box purchasing in the transition from recreational engagement in video gaming and online gambling to problem video gaming and/or problem gambling.
Copyright © 2019 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Internet gaming disorder; Loot box; Mental distress; Online gambling; Problem gambling; Problem video gaming

Year:  2019        PMID: 31129456     DOI: 10.1016/j.addbeh.2019.05.016

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


  26 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.  Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.

Authors:  Jiangyue Hong; Jinghan Wang; Wei Qu; Haitao Chen; Jiaqi Song; Meng Zhang; Yanli Zhao; Shuping Tan
Journal:  Front Psychiatry       Date:  2022-06-09       Impact factor: 5.435

Review 4.  How can the potential harms of loot boxes be minimised?: Proposals for understanding and addressing issues at a national level.

Authors:  Joseph Macey; Mikko Cantell; Tommi Tossavainen; Antti Karjala; Sari Castrén
Journal:  J Behav Addict       Date:  2022-04-20       Impact factor: 7.772

5.  Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study.

Authors:  Anders Håkansson; Mark Kisch
Journal:  JMIR Serious Games       Date:  2022-04-22       Impact factor: 4.143

6.  Editorial: Problematic Gaming, Personality, and Psychiatric Disorders.

Authors:  Vladan Starcevic; Yasser Khazaal
Journal:  Front Psychiatry       Date:  2020-01-17       Impact factor: 4.157

7.  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

8.  A Longitudinal Analysis of Gambling Predictors among Adolescents.

Authors:  Álvaro Botella-Guijarro; Daniel Lloret-Irles; José Vicente Segura-Heras; Víctor Cabrera-Perona; Juan Antonio Moriano
Journal:  Int J Environ Res Public Health       Date:  2020-12-11       Impact factor: 3.390

9.  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 10.  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
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