| Literature DB >> 31681510 |
Abstract
Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: the more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes. The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n = 112) both before and after the removal of loot boxes. There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves. ©2019 Zendle.Entities:
Keywords: Gambling; Gaming; Loot boxes; Media effects; Video game effects
Year: 2019 PMID: 31681510 PMCID: PMC6824327 DOI: 10.7717/peerj.7700
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 2.984
Figure 1Line graph showing the interaction between time (before the removal of loot boxes, after the removal of loot boxes) and problem gambling severity (non-problem gamblers, low-risk gamblers, moderate-risk gamblers, problem gamblers).
Paired t-tests showing the simple effects of time on in-game spending at each level of problem gambling severity.
| Equivalent | ||||||||
|---|---|---|---|---|---|---|---|---|
| Non-problem gamblers | 0.033 | 58 | 1 | $8.47($2.79–$14.15) | $8.47($3.41–$13.53) | $0.00 | 0 | 0 |
| Low-risk gamblers | 1.752 | 28 | 0.090 | $11.37($5.54–$17.21) | $6.58($2.24–$10.93) | $4.79 | 0.325 | 0.025 |
| Moderate-risk gamblers | −0.439 | 8 | 0.181 | $21.11($6.63–$35.59) | $38.88($-0.15–$77.93) | -$17.77 | 0.488 | 0.056 |
| Problem gamblers | 2.420 | 14 | 0.029 | $83.86($30.31–$137.41) | $48.46($0.15–$96.77) | $35.40 | 0.624 | 0.088 |
Nonparametric Wilcoxon tests showing the simple effects of time on in-game spending at each level of problem gambling severity.
Effects significant at the p < 0.012 level are marked with an *.
| Equivalent | ||||
|---|---|---|---|---|
| Non-problem gamblers | 0.653 | 0.513 | 0.170 | 0.007 |
| Low-risk gamblers | 2.078 | 0.037 | 0.836 | 0.148 |
| Moderate-risk gamblers | 1.266 | 0.205 | 0.931 | 0.178 |
| Problem gamblers | 2.629 | 0.008 | 1.848 | 0.460 |