Literature DB >> 33578105

Secondary analysis of loot box data: Are high-spending "whales" wealthy gamers or problem gamblers?

James Close1, Stuart Gordon Spicer2, Laura Louise Nicklin3, Maria Uther4, Joanne Lloyd5, Helen Lloyd6.   

Abstract

INTRODUCTION: Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. < $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as "whales". It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers.
METHODS: We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman's rho correlations.
RESULTS: The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (> $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p < .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10.
CONCLUSION: Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.
Copyright © 2021 Elsevier Ltd. All rights reserved.

Keywords:  Loot boxes; Problem gambling; Video games

Mesh:

Year:  2021        PMID: 33578105     DOI: 10.1016/j.addbeh.2021.106851

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


  8 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.  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

5.  Opening Pandora's Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers.

Authors:  Leon Y Xiao; Tullia C Fraser; Philip W S Newall
Journal:  J Gambl Stud       Date:  2022-08-07

6.  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

7.  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

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
  8 in total

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