| Literature DB >> 32203522 |
Aaron Drummond1,2, James D Sauer2,3, Christopher J Ferguson4, Lauren C Hall1,2.
Abstract
Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.Entities:
Year: 2020 PMID: 32203522 PMCID: PMC7089530 DOI: 10.1371/journal.pone.0230378
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Relationships (Spearman’s rho) between loot box spending, Problem Gambling Symptomology (PGSI), the Risky Loot Box Index (RLI), IGD symptomology, positive mood, and negative mood and psychological distress (K-10).
Controlled analyses are partial correlations controlling for age and gender.
| PGSI | RLI | Positive Mood | Negative Mood | K-10 | |
|---|---|---|---|---|---|
| .344 | .391 | .148 | .182 | .169 | |
| .328 | .392 | .163 | .140 | .138 |
*p < .01
**p < .001
Fig 1Differences in loot box spending between participants classified by the original classification scheme of the PGSI to be non-problem gamblers, low risk gamblers, moderate risk gamblers, and problem gamblers.
Error bars represent 95% Confidence Intervals.
Fig 2Differences in loot box spending between participants classified by the revised classification scheme of the PGSI to be non-problem gamblers, low risk gamblers, moderate risk gamblers, and problem gamblers.
Error bars represent 95% Confidence Intervals.
Relationships (Pearson’s r) between impulse control disorders: Problem Gambling Symptomology (PGSI), the Risky Loot Box Index (RLI), and IGD symptomology.
| PGSI | RLI | |
|---|---|---|
| - | ||
| .411 | - | |
| .596 | .600 |
**p < .001.
Relationships (Spearman’s rho) between impulse control disorders: Problem Gambling Symptomology (PGSI), the Risky Loot Box Index (RLI), positive and negative mood (PANS-SF) and IGD symptomology, split by country.
| PGSI | RLI | Positive Mood | Negative Mood | K-10 | |
|---|---|---|---|---|---|
| .389 | .399 | .211 | .208 | .139 | |
| .214 | .314 | .063 | .171 | .178 | |
| .365 | .421 | .148 | .134 | .151 |
*p < .01
**p < .001