| Literature DB >> 31312481 |
David Zendle1, Rachel Meyer1, Harriet Over2.
Abstract
Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds (n = 1155) found evidence for such a link (η 2 = 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given.Entities:
Keywords: adolescents; gambling; loot boxes; media effects; problem gambling; video game effects
Year: 2019 PMID: 31312481 PMCID: PMC6599795 DOI: 10.1098/rsos.190049
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
Exchange rate between currencies that was used for the measurement of spending in this study.
| currency | exchange rate in US dollars |
|---|---|
| Australian dollars | 0.71 |
| Canadian dollars | 0.74 |
| Czech Koruna | 0.044 |
| Danish Krone | 0.15 |
| Euros | 1.14 |
| Hungarian Forint | 0.0036 |
| New Zealand dollars | 0.67 |
| Norwegian Krone | 0.11 |
| Polish Zloty | 0.27 |
| Pounds Sterling (£) | 1.27 |
| Romanian leu | 0.25 |
| Swedish krona | 0.11 |
Figure 1.Problem gambling severity of gamers, split by whether they pay for loot boxes.
Means and 95% confidence intervals of problem gambling, split by whether gamers pay to open loot boxes.
| loot box purchasing behaviour | problem gambling severity | |
|---|---|---|
| gamers who do not pay to open loot boxes | 1.719 (95% CI: 1.527–1.910) | 687 |
| gamers who do pay to open loot boxes | 4.318 (95% CI: 3.858–4.778) | 468 |
Means and 95% confidence intervals for loot box spending, split by problem gambling severity. The spend statistics reported here are the mean of ranks, rather than a conversion into dollar figures. Dollar values for each relevant rank are given next to each statistic.
| loot box spend (rank transformed) | ||
|---|---|---|
| no problem | 24.94 (rank 24: $3.64) | 604 |
| low to moderate risk | 43.75 (rank 43: $6.16) | 370 |
| problem gamblers | 84.72 (rank 84: $21.30) | 181 |
Figure 2.Loot box spending among older adolescents, split by problem gambling classification.
Pairwise comparisons of the effects of problem gambling on loot box spending.
| pairwise comparison groups | Cohen's | ||
|---|---|---|---|
| no problem versus low to moderate risk | 92 171.00 | <0.001a | 0.298 |
| no problem versus problem gamblers | 27 322.500 | <0.001a | 0.783 |
| at risk versus problem gamblers | 21 827.500 | <0.001a | 0.590 |
aEffects that are significant at the p < 0.0041 level.
Moderation of the relationship between loot box spending and problem gambling by various factors.
| confirmatory moderation analyses | associated spotlight analyses | ||||
|---|---|---|---|---|---|
| H under test | moderating variable ( | moderating effect of | significance of moderating effect of | effect of | effect of |
| H4 | ability to cash out | 0.033 | |||
| H5 | loot box contents give gameplay advantages | 0.028 | |||
| H6 | use of in-game currency to buy loot boxes | 0.031 | |||
| H7 | loot boxes show ‘near misses’ | 0.034 | |||
| H8 | loot box contents are only available for a limited time | 0.029 | |||
| H9 | loot boxes contain items that can be ‘re-invested’ in other loot boxes | 0.031 | |||
| H10 | game gives away free loot boxes | 0.039 | |||
aModeration that is significant at the 0.05 level.
bModeration that remains significant when Bonferroni corrections for the testing of 12 hypotheses are taken into account (i.e. p<(0.05/12) or p < 0.0041).
Prevalence of motivations for buying loot boxes within the sample of older adolescents.
| motivation | frequency |
|---|---|
| gameplay advantages | 96 (21.9%) |
| to gain specific items and characters, and to create a collection | 84 (19.2%) |
| the fun, excitement and thrills of opening the box itself | 70 (16.0%) |
| cosmetic reasons | 67 (15.3%) |
| support the developers or pay for the game | 47 (10.7%) |
| the perception that loot boxes are good value | 43 (9.8%) |
| time advantages | 27 (6.2%) |
| profit | 4 (0.9%) |