Literature DB >> 31978759

Fortnite microtransaction spending was associated with peers' purchasing behaviors but not gaming disorder symptoms.

Daniel L King1, Alex M T Russell2, Paul H Delfabbro3, Dean Polisena3.   

Abstract

Monetized video games have received academic and regulatory scrutiny following concerns that these products may foster addiction-like behaviors, including compulsive spending. Previous studies have reported that individuals with markedly higher in-game financial expenditure are more likely to endorse symptoms of addictive behavior (i.e., gaming or gambling disorder). The present study recruited 428 adult Fortnite players from online forums and investigated gaming motivations and behaviors, as well as online social network influences, in relation to microtransaction spending and gaming disorder (GD) symptoms. The results showed that microtransaction spending was predicted by social influences (i.e., the frequency of spending by the participants' closest friend who spends money on Fortnite), greater accessibility to Fortnite across multiple devices, and having a higher in-game level. Spenders reported stronger motivation to acquire in-game rewards and were more likely to perceive game items as representing good value for money. Higher spenders were older and reported using more payment methods, having a close friend who pays for Fortnite more often, and spent more hours playing Fortnite. Problematic gaming was associated with trait impulsivity, weekly time spent playing the game, and the perception that reducing time spent playing would diminish one's sense of self-worth. Fortnite loot box spending was not associated with GD symptoms. These data suggest that different implementations of in-game monetization schemes may have different risk potential for consumers across games.
Copyright © 2020 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Addiction; Fortnite; Gaming; Gaming disorder; Loot box; Microtransaction

Mesh:

Year:  2020        PMID: 31978759     DOI: 10.1016/j.addbeh.2020.106311

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


  9 in total

1.  The Role of Virtual Communities in Gambling and Gaming Behaviors: A Systematic Review.

Authors:  Anu Sirola; Nina Savela; Iina Savolainen; Markus Kaakinen; Atte Oksanen
Journal:  J Gambl Stud       Date:  2021-03

2.  "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

3.  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

4.  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

5.  Development and Validation of a Risk Assessment Tool for Gaming Disorder in China: The Gaming Hazard Assessment Scale.

Authors:  Ying Tang; Zhenjiang Liao; Shucai Huang; Jingyue Hao; Qiuping Huang; Xinxin Chen; Shuhong Lin; YiFan Li; Jing Qi; Hongxian Shen
Journal:  Front Public Health       Date:  2022-04-11

6.  Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults.

Authors:  Anson Chui Yan Tang; Paul Hong Lee; Simon Ching Lam; Summer Cho Ngan Siu; Carmen Jiawen Ye; Regina Lai-Tong Lee
Journal:  Front Psychiatry       Date:  2022-08-05       Impact factor: 5.435

7.  Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers.

Authors:  James Close; Stuart Gordon Spicer; Laura Louise Nicklin; Joanne Lloyd; Helen Lloyd
Journal:  Addiction       Date:  2022-02-22       Impact factor: 7.256

8.  Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients: Comparison with the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria.

Authors:  Susumu Higuchi; Hideki Nakayama; Takanobu Matsuzaki; Satoko Mihara; Takashi Kitayuguchi
Journal:  J Behav Addict       Date:  2021-01-20       Impact factor: 6.756

Review 9.  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 in total

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