Literature DB >> 33822788

Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes.

David Zendle1, Lukasz Walasek2, Paul Cairns1, Rachel Meyer1, Aaron Drummond3.   

Abstract

Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these 'booster packs' share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.

Entities:  

Year:  2021        PMID: 33822788     DOI: 10.1371/journal.pone.0247855

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


  3 in total

1.  What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.

Authors:  Sarah E Hodge; Max Vykoukal; John McAlaney; Reece D Bush-Evans; Ruijie Wang; Raian Ali
Journal:  PLoS One       Date:  2022-02-09       Impact factor: 3.240

2.  Blind box over-engagement and suicide risk among adolescents and young adults: Results of a large-scale survey.

Authors:  Yinan Duan; Shicun Xu; Yinzhe Wang; Yanwen Zhang; Yuanyuan Wang; Runsen Chen
Journal:  EClinicalMedicine       Date:  2022-07-18

3.  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

  3 in total

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