Literature DB >> 33604174

Effects of self-isolation and quarantine on loot box spending and excessive gaming-results of a natural experiment.

Lauren C Hall1, Aaron Drummond1, James D Sauer2, Christopher J Ferguson3.   

Abstract

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic. ©2021 Hall et al.

Entities:  

Keywords:  Contamination concern; Covid-19 Pandemic; Excessive gaming; Gambling; Isolation; Loot boxes; Video games

Year:  2021        PMID: 33604174      PMCID: PMC7866886          DOI: 10.7717/peerj.10705

Source DB:  PubMed          Journal:  PeerJ        ISSN: 2167-8359            Impact factor:   2.984


  20 in total

1.  Evaluating the problem gambling severity index.

Authors:  Thomas Holtgraves
Journal:  J Gambl Stud       Date:  2008-08-14

2.  Loot box limit-setting: a potential policy to protect video game users with gambling problems?

Authors:  Aaron Drummond; James D Sauer; Lauren C Hall
Journal:  Addiction       Date:  2019-03-10       Impact factor: 6.526

3.  The relationship of loot box purchases to problem video gaming and problem gambling.

Authors:  Wen Li; Devin Mills; Lia Nower
Journal:  Addict Behav       Date:  2019-05-16       Impact factor: 3.913

4.  Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon.

Authors:  Andrew K Przybylski; Netta Weinstein; Kou Murayama
Journal:  Am J Psychiatry       Date:  2016-11-04       Impact factor: 18.112

5.  Video game loot boxes are psychologically akin to gambling.

Authors:  Aaron Drummond; James D Sauer
Journal:  Nat Hum Behav       Date:  2018-08

6.  Kessler Psychological Distress Scale: normative data from the 2007 Australian National Survey of Mental Health and Wellbeing.

Authors:  Tim Slade; Rachel Grove; Philip Burgess
Journal:  Aust N Z J Psychiatry       Date:  2011-02-21       Impact factor: 5.744

7.  Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

Authors:  Espen Aarseth; Anthony M Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J Ferguson; Maria C Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew Przybylski; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J Van Rooij
Journal:  J Behav Addict       Date:  2016-12-30       Impact factor: 6.756

8.  A weak scientific basis for gaming disorder: Let us err on the side of caution.

Authors:  Antonius J van Rooij; Christopher J Ferguson; Michelle Colder Carras; Daniel Kardefelt-Winther; Jing Shi; Espen Aarseth; Anthony M Bean; Karin Helmersson Bergmark; Anne Brus; Mark Coulson; Jory Deleuze; Pravin Dullur; Elza Dunkels; Johan Edman; Malte Elson; Peter J Etchells; Anne Fiskaali; Isabela Granic; Jeroen Jansz; Faltin Karlsen; Linda K Kaye; Bonnie Kirsh; Andreas Lieberoth; Patrick Markey; Kathryn L Mills; Rune Kristian Lundedal Nielsen; Amy Orben; Arne Poulsen; Nicole Prause; Patrick Prax; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Nigel E Turner; Jan van Looy; Andrew K Przybylski
Journal:  J Behav Addict       Date:  2018-03-13       Impact factor: 6.756

9.  Loot boxes are again linked to problem gambling: Results of a replication study.

Authors:  David Zendle; Paul Cairns
Journal:  PLoS One       Date:  2019-03-07       Impact factor: 3.240

10.  Problem gamblers spend less money when loot boxes are removed from a game: a before and after study of Heroes of the Storm.

Authors:  David Zendle
Journal:  PeerJ       Date:  2019-10-29       Impact factor: 2.984

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  10 in total

Review 1.  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

2.  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

3.  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

4.  Loot box spending is associated with problem gambling but not mental wellbeing.

Authors:  Peter J Etchells; Alexandra L Morgan; Daniel S Quintana
Journal:  R Soc Open Sci       Date:  2022-08-17       Impact factor: 3.653

5.  Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges.

Authors:  Daniel L King; Sophia Achab; Susumu Higuchi; Henrietta Bowden-Jones; Kai W Müller; Joël Billieux; Vladan Starcevic; John B Saunders; Philip Tam; Paul H Delfabbro
Journal:  J Behav Addict       Date:  2022-04-12       Impact factor: 7.772

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.  Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.

Authors:  Aaron Drummond; Lauren C Hall; James D Sauer
Journal:  Sci Rep       Date:  2022-09-27       Impact factor: 4.996

8.  Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

Authors:  Hannu Jouhki; Iina Savolainen; Anu Sirola; Atte Oksanen
Journal:  Int J Environ Res Public Health       Date:  2022-09-30       Impact factor: 4.614

9.  No effect of short term exposure to gambling like reward systems on post game risk taking.

Authors:  Nicholas J D'Amico; Aaron Drummond; Kristy de Salas; Ian Lewis; Callan Waugh; Breanna Bannister; James D Sauer
Journal:  Sci Rep       Date:  2022-10-06       Impact factor: 4.996

Review 10.  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
  10 in total

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