Literature DB >> 31760581

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

Chanel J Larche1, Katrina Chini2, Christopher Lee2, Mike J Dixon2, Myra Fernandes2.   

Abstract

Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward reactivity for monetary rewards in slots play. Across two sets of experiments, we show that loot boxes containing rarer items are more valuable, arousing, rewarding and urge-inducing to players, similar to the way slots gamblers treat rare large wins in slots play. Importantly, we show in Experiment 2 that the duration of Post Reinforcement Pauses, an index of reward reactivity, are longer for boxes with rarer items. Boxes containing rarer rewards also trigger larger Skin Conductance Responses and larger force responses-indices of positive arousal. Findings of Experiment 2 also revealed that there was an increase in anticipatory arousal prior to the reveal of loot box rewards. Collectively, our results elucidate the structural similarities between loot boxes and specific gambling games. The fact that players find rarer game items hedonically rewarding and motivating has implications for potential risky or excessive loot box use for some players.

Entities:  

Keywords:  Arousal; Gambling; Gaming; Motivation; Reward reactivity

Mesh:

Year:  2021        PMID: 31760581      PMCID: PMC7882574          DOI: 10.1007/s10899-019-09913-5

Source DB:  PubMed          Journal:  J Gambl Stud        ISSN: 1050-5350


  16 in total

Review 1.  Arousal and gambling mode preference: a review of the literature.

Authors:  Julian Baudinet; Alexander Blaszczynski
Journal:  J Gambl Stud       Date:  2013-06

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

Authors:  Gabriel A Brooks; Luke Clark
Journal:  Addict Behav       Date:  2019-04-16       Impact factor: 3.913

3.  Video game loot boxes are psychologically akin to gambling.

Authors:  Aaron Drummond; James D Sauer
Journal:  Nat Hum Behav       Date:  2018-08

4.  The role of autonomic arousal in problem gambling.

Authors:  L Sharpe; N Tarrier; D Schotte; S H Spence
Journal:  Addiction       Date:  1995-11       Impact factor: 6.526

5.  Physiological responses to near-miss outcomes and personal control during simulated gambling.

Authors:  Luke Clark; Ben Crooks; Robert Clarke; Michael R F Aitken; Barnaby D Dunn
Journal:  J Gambl Stud       Date:  2012-03

6.  "I was that close": Investigating Players' Reactions to Losses, Wins, and Near-Misses on Scratch Cards.

Authors:  Madison Stange; Candice Graydon; Mike J Dixon
Journal:  J Gambl Stud       Date:  2016-03

7.  Increased Urge to Gamble Following Near-Miss Outcomes May Drive Purchasing Behaviour in Scratch Card Gambling.

Authors:  Madison Stange; Candice Graydon; Mike J Dixon
Journal:  J Gambl Stud       Date:  2017-09

8.  Dark Flow, Depression and Multiline Slot Machine Play.

Authors:  Mike J Dixon; Madison Stange; Chanel J Larche; Candice Graydon; Jonathan A Fugelsang; Kevin A Harrigan
Journal:  J Gambl Stud       Date:  2018-03

9.  Video game loot boxes are linked to problem gambling: Results of a large-scale survey.

Authors:  David Zendle; Paul Cairns
Journal:  PLoS One       Date:  2018-11-21       Impact factor: 3.240

10.  Reinforcing Small Wins and Frustrating Near-Misses: Further Investigation Into Scratch Card Gambling.

Authors:  Madison Stange; Mikyla Grau; Sandra Osazuwa; Candice Graydon; Mike J Dixon
Journal:  J Gambl Stud       Date:  2017-03
View more
  7 in total

1.  Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation.

Authors:  Nerilee Hing; Matthew Rockloff; Alex M T Russell; Matthew Browne; Philip Newall; Nancy Greer; Daniel L King; Hannah Thorne
Journal:  J Behav Addict       Date:  2022-04-05       Impact factor: 7.772

Review 2.  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

3.  "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

4.  Money used in gaming is associated with problem gambling: Results of the ESPAD 2019 Finland.

Authors:  Sari Castrén; Johanna Järvinen-Tassopoulos; Kirsimarja Raitasalo
Journal:  J Behav Addict       Date:  2021-11-17       Impact factor: 6.756

5.  No effect of short term exposure to gambling like reward systems on post game risk taking.

Authors:  Nicholas J D'Amico; Aaron Drummond; Kristy de Salas; Ian Lewis; Callan Waugh; Breanna Bannister; James D Sauer
Journal:  Sci Rep       Date:  2022-10-06       Impact factor: 4.996

6.  Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample.

Authors:  Fred Steinmetz; Ingo Fiedler; Marc von Meduna; Lennart Ante
Journal:  J Gambl Stud       Date:  2021-06-09

Review 7.  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
  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.