Literature DB >> 31957942

The prevalence of loot boxes in mobile and desktop games.

David Zendle1, Rachel Meyer1, Paul Cairns1, Stuart Waters1, Nick Ballou2.   

Abstract

BACKGROUND AND AIMS: Loot boxes are items in video games that may be bought for real-world money but provide randomized rewards. Formal similarities between loot boxes and gambling have led to concerns that they may provide a 'gateway' to gambling amongst children. However, the availability of loot boxes is unclear. This study aimed to determine what proportion of top-grossing video games contained loot boxes, and how many of those games were available to children. DESIGN, SETTING AND CASES: Survey of the 100 top-grossing games on both the Google Play store and the Apple App store, and the top 50 most-played games on Steam according to the data aggregator SteamSpy. MEASUREMENTS: The prevalence of loot boxes was measured for each platform outlined above, split by age rating.
FINDINGS: A total of 58.0% of the top games on the Google Play store contained loot boxes, 59.0% of the top iPhone games contained loot boxes and 36.0% of the top games on the Steam store contained loot boxes; 93.1% of the Android games that featured loot boxes and 94.9% of the iPhone games that featured loot boxes were deemed suitable for children aged 12+. Age ratings were more conservative for desktop games. Only 38.8% of desktop games that featured loot boxes were available to children aged 12+.
CONCLUSIONS: Loot boxes appear to be prevalent in video games that are deemed suitable for children, especially on mobile platforms.
© 2020 Society for the Study of Addiction.

Entities:  

Keywords:  exposure to gambling; gambling; gambling in video games; loot boxes; prevalence; problem gambling

Mesh:

Year:  2020        PMID: 31957942     DOI: 10.1111/add.14973

Source DB:  PubMed          Journal:  Addiction        ISSN: 0965-2140            Impact factor:   6.526


  18 in total

1.  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

2.  Reserve your judgment on "Draconian" Chinese video gaming restrictions on children •.

Authors:  Leon Y Xiao
Journal:  J Behav Addict       Date:  2022-05-27       Impact factor: 7.772

3.  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

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

Review 5.  Attitudes, Risk Factors, and Behaviours of Gambling among Adolescents and Young People: A Literature Review and Gap Analysis.

Authors:  Ben J Riley; Candice Oster; Mubarak Rahamathulla; Sharon Lawn
Journal:  Int J Environ Res Public Health       Date:  2021-01-22       Impact factor: 3.390

6.  Safety.Net: A Pilot Study on a Multi-Risk Internet Prevention Program.

Authors:  Jéssica Ortega-Barón; Joaquín González-Cabrera; Juan M Machimbarrena; Irene Montiel
Journal:  Int J Environ Res Public Health       Date:  2021-04-16       Impact factor: 3.390

7.  "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

8.  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

9.  Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement.

Authors:  Joanne Lloyd; Laura Louise Nicklin; Stuart Gordon Spicer; Chris Fullwood; Maria Uther; Daniel P Hinton; Jonathan Parke; Helen Lloyd; James Close
Journal:  J Clin Med       Date:  2021-12-18       Impact factor: 4.241

10.  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
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