Literature DB >> 31881408

Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey.

Søren Kristiansen1, Majbritt Christine Severin2.   

Abstract

Loot boxes represent a form of microtransaction in many video games that have some resemblance with gambling. Research on this subject is still in its infancy, and particular there are few studies involving young people. Using cross-sectional survey data from a representative sample of 1,137 participants aged 12-16 years, this study examined loot box engagement patterns and links with problem gambling severity. Nearly half (45.6%) of the participants that were involved in gaming in the past year engaged in loot box activities at some level, and loot box users were predominantly male. The vast majority of the males (93%) had earned, bought, or sold items from a loot box whereas 15% of the females reported engagement with loot boxes. There was a significant positive correlation between loot box engagement and problem gambling severity when controlling for core demo-graphic factors. Compared to participants with no engagement or participants who solely obtained a loot box, the proportions of at-risk and problem gamblers were higher among those, who had purchased or sold items from a loot box. The findings provide new insights into the links between loot box engagement and problem gambling among adolescent populations. Specifically, the study provides new knowledge on different engagement patterns among loot box users and their implications. On this basis, different measures to reduce loot box purchases and reduce marketplace structures are discussed.
Copyright © 2019 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Adolescents; Gambling; Loot box; Loot box engagement patterns; Problem gambling

Year:  2019        PMID: 31881408     DOI: 10.1016/j.addbeh.2019.106254

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


  19 in total

1.  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

2.  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

3.  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

4.  A Perspective on Age Restrictions and Other Harm Reduction Approaches Targeting Youth Online Gambling, Considering Convergences of Gambling and Videogaming.

Authors:  Jing Shi; Michelle Colder Carras; Marc N Potenza; Nigel E Turner
Journal:  Front Psychiatry       Date:  2021-01-25       Impact factor: 4.157

5.  Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.

Authors:  Irene Montiel; Aránzazu Basterra-González; Juan M Machimbarrena; Jéssica Ortega-Barón; Joaquín González-Cabrera
Journal:  PLoS One       Date:  2022-01-27       Impact factor: 3.240

Review 6.  Problematic online gambling among adolescents: A systematic review about prevalence and related measurement issues.

Authors:  Irene Montiel; Jéssica Ortega-Barón; Arantxa Basterra-González; Joaquín González-Cabrera; Juan Manuel Machimbarrena
Journal:  J Behav Addict       Date:  2021-09-16       Impact factor: 6.756

7.  The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review.

Authors:  Phillip C Raneri; Christian Montag; Dmitri Rozgonjuk; Jason Satel; Halley M Pontes
Journal:  Addict Behav Rep       Date:  2022-02-22

Review 8.  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

9.  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

10.  Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia.

Authors:  Matthew Rockloff; Alex M T Russell; Nancy Greer; Lisa Lole; Nerilee Hing; Matthew Browne
Journal:  J Behav Addict       Date:  2021-02-24       Impact factor: 6.756

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