| Literature DB >> 34068271 |
Laura Louise Nicklin1, Stuart Gordon Spicer2, James Close2, Jonathan Parke3, Oliver Smith4, Thomas Raymen5, Helen Lloyd2, Joanne Lloyd1.
Abstract
Excessive engagement with (increasingly prevalent) loot boxes within games has consistently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot boxes, through in-depth interviews with 28 gamers from across the UK. A reflexive thematic analysis categorised reasons for buying into seven "themes"; opening experience; value of box contents; game-related elements; social influences; emotive/impulsive influences; fear of missing out; triggers/facilitators. These themes are described in detail and discussed in relation to the existing literature and motivation theories. This study contributes to understanding ways in which digital items within loot boxes can be highly valued by purchasers, informing the debate around parallels with gambling. Findings that certain motivations were disproportionately endorsed by participants with symptoms of problematic gambling has potential implications for policy and warrants further study.Entities:
Keywords: addiction; gambling; loot boxes; microtransactions; monetisation; motivations; motives; qualitative; video-gaming
Year: 2021 PMID: 34068271 PMCID: PMC8153174 DOI: 10.3390/jcm10102103
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.241
Sample characteristics: demographics, gaming and gambling symptom scores, and loot box spend.
| Pseudonym | Age | Gender | Ethnicity | Geography | Education | Marital | Living | Employment | Individual Salary (GBP) | IGD | PGSI | Monthly Spend | Yearly Spend | All Time Spend |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alex | 22 | M | White—British | East Mids England | UG higher education | Single | With parents | FT | 25,001–30,000 | 21 | 1 | GBP 20 | x3 | GBP 700 |
| Andrew | 20 | M | White—British | North East England | UG higher education | Single | With parents | PT | <10,000 | x | x | x | GBP 1000 | x |
| Charlie | 46 | M | White—British | West Mids England | UG higher education | Divorced | Partner/children | Self employed | 40,000+ | 22 | 0 | 0 | GBP 4 | GBP 50 |
| Chris | 25 | M | Gypsy/Irish Traveller | South East Wales | Secondary school | Married | Partner/children | FT | 20,001–25,000 | 25 | 2 | GBP 50 | GBP 150 | GBP 3000 |
| Daniel | 26 | M | White—British | West Mids England | College/vocational | Cohabiting | Partner/children | FT | 25,001–30,000 | 16 | 3 | GBP 50 | GBP 300–500 | x |
| Darren | 31 | M | White—British | East Mids England | Secondary school | Cohabiting | Partner/children | FT | 10,000–15,000 | 16 | 4 | GBP 150 | GBP 1000 | GBP 7000 |
| Dean | 26 | M | White—British | South West England | UG higher education | Cohabiting | Partner/children | FT | 20,001–25,000 | 34 | 10 | x | GBP 2000 | GBP 4000 |
| Debbie | 29 | F | Black—African | South East England | PG masters | Cohabiting | Partner/children | FT | 30,001–40,000 | 19 | 0 | GBP 4 | GBP 20 | GBP 200 |
| Emily | 19 | F | White—British | North East England | College/vocational | Cohabiting | Partner/children | Seeking opportunities | Below 10,000 | 11 | 0 | GBP < 10 | GBP 50–100 | GBP 200 |
| Harry | 24 | M | White—British | Highlands—Scotland | UG higher education | Single | Sharing property with non-family | FT | 25,001–30,000 | 26 | 0 | x | x | GBP 20 |
| Henry | 18 | M | White—British | South East England | College/vocational | Single | With parents | Seeking opportunities | Not earning | 26 | 0 | GBP 40 | x | x |
| Ian | 22 | M | White—British | South West England | UG higher education | Single | Student | FT education | Not earning | 29 | 8 | GBP 100 | GBP 300 | GBP 4000 |
| Kate | 35 | F | White—British | South East England | UG higher education | Cohabiting | With partner | Self employed | <10,000 | 14 | 0 | GBP < 10 | GBP 50 | GBP 100 |
| Les | 28 | M | White—British | South Wales | UG higher education | Single | Sharing property with non-family | FT | 30,001–40,000 | 22 | 0 | GBP 4 | GBP 50 | GBP 300 |
| Mia | 18 | F | White—British | South West England | College/vocational | Single | With parents | FT education | Not earning | 31 | 0 | GBP 30 | x | x |
| Natalie | 56 | F | White—British | South East England | UG higher education | Prefer not to say | Living alone | Living with disability | Not earning | 15 | 0 | x | GBP 100 | GBP 100 |
| Neil | 44 | M | White—British | South West England | College/vocational | Cohabiting | Partner/children | FT | Above 40,000 | 18 | 18 | GBP 25 | GBP 300 | GBP 1200 |
| Oscar | 34 | M | White—British | South West Wales | PG | In a relationship | Partner/children | FT | 20,001–25,000 | 19 | 0 | GBP 3.50 | GBP 40 | GBP 160 |
| Paul | 40 | M | White—British | North West England | College/vocational | Married | Partner/children | FT | 30,001–40,000 | 22 | 4 | GBP 60 | GBP 700 | GBP 3000 |
| Roger | 18 | M | White—British | South East England | College/vocational | Single | With parents | PT | 10,000–15,000 | 20 | 4 | x | x | GBP 1000 |
| Sarah | 29 | F | White—British | North East England | College/vocational | Married | Partner/children | PT | <10,000 | 18 | 0 | x | x | GBP 15 |
| Seb | 21 | M | White—British | North East Scotland | Secondary school | Single | Living alone | FT education | Not earning | 20 | 0 | x | x | GBP 250 |
| Sharon | 24 | F | Chinese | South East England | PG masters | Single | With parents | Other | N/A | 24 | 0 | x | GBP 30 | GBP 100 |
| Spencer | 28 | M | White—Eastern European | North West England | UG higher education | Single | Alone | FT | 40,001+ | 20 | 0 | 0 | 0 | GBP 50–60 |
| Susan | 22 | F | White—British | West Mids England | UG higher education | In a relationship | With parents | FT education | Not earning | 22 | 0 | x | GBP 30 | GBP 250 |
| Tom | 29 | M | White—British | North West England | UG higher education | Single | Living alone | Other | Below 10,000 | 15 | 0 | GBP 2.50 | x | GBP 30 |
| Victoria | 29 | F | White—British | South West England | College/vocational | Married | Partner/children | FT | 30,001–40,000 | 20 | 0 | GBP 20–50 | GBP 240–600 | x |
| Zack | 29 | M | White—British | South West England | PG | Cohabiting | Partner/children | FT | 15,001–20,000 | 14 | 2 | GBP 20–80 | GBP 100 | GBP 300 |
Internet Gaming Disorder Scale IGD-SF9 [29]; Problem Gambling Severity Index (PGSI) [28]; “x” refers to an answer not known or given.
Figure 1Motivations related to themes and subthemes identified from qualitative interviews.
Illustrative quotations by theme.
| Opening Experience | |||
|---|---|---|---|
| Box-Related Factors | Opener-Related Factors | ||
| “if I buy a loot box now, they definitely make it exciting to do this…there’s a lot of animation that comes with it and that’s quite exciting and thrilling.” (Susan) | “It was fun, you got what you wanted or you didn’t; it was still all good fun.” (Natalie) | ||
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| “If you got a good player…it was, like, ultimately winning virtual currency, because you could sell that player for virtual currency, so that’s what it was all about.” (Sharon) | “It’s just an opportunity for you to buy the skin and buy something that you think looks good” (Les) | “I sit here and think how much am I going to use this thing” (Spencer) | |
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| “I play some of the puzzle games, mainly on my phone…and sometimes if a level’s been driving me bonkers for ages and I’m one move away, and I’ve run out of lives, I’ll pay a pound for an extra life.” (Kate) | “You can either spend a lot of time grinding it for free or you can, like, cheat, well—not cheat, but shortcut your way in by just spending money and just getting the content as well” (Sharon) | “just wanting to be able to do better, so, in the games where it give you items, and, so, you get that special item that will help you out…beat that last boss, or help beat more people online.” (Paul) | |
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| “I don’t like it but it’s a necessity, for the sake of me being able to play” (Roger) | “I had a lot of fun playing the game…having these load outs, from the loot box were affecting the gameplay, giving me new weapons, making my characters more stronger…made it more fun.” (Harry) | “I like to give back to the developers of it if it’s something that I think looks cool or I’m kind of interested in.” (Tom) | |
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| “You could brag to the lads at work, “I just packed so and so in a pack last night…” (Darren) | “It might be that my friend Gerard gets a really cool skin, and I’m like “well, now I want it”, or, I’m then comparing myself to him, because he’s got it and I don’t” (Zack) | “The influence online is crazy, if there wasn’t influence, I don’t think there would be more sales of loot boxes…” (Ian) | |
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| “I’d be out with my friends a few of us would all normally play FIFA and we’d be like “oh, actually shall we all just throw like a tenner on some packs?”…see what we can get.” (Oscar) | “They do charity events once a year, or a couple of times a year, where it says like ‘spend GBP 10 and you will get this rideable mount’ and you just move around on it, you fly around on it, and it looks special, and all the money will go to charity…the money goes to a cause” (Roger) | ||
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| “it was always very difficult to resist the temptation” (Seb) | “Sometimes you sit there, and you think, ‘well, hold on, I’m a little bit bored, I don’t really want to watch TV, I know, I’ll open some FIFA packs, and buy some games add-ons’ and, you know, I’m sure I’m not the first person to say ‘well, I’m just bored…I’ll put money on needlessly’” (Darren) ‘ | “Well, why I did, that’s a tough one isn’t it, the why is probably just the, I don’t know” (Spencer) | |
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| “fear of missing out, that’s the, that’s what people are most vulnerable to—especially if they’re just getting in to a game and they think ‘oh wow, I want to really get into this and do well in this game’ or something, and then they put a time limited event on and you think ‘hang on a minute...maybe I need to buy something’” (Sharon) | |||
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| “…they would give you, like, 20% extra free if you spent GBP 80 straight up, as opposed to just 20, or they give you a better pack with more chance of getting a good player if you spent more money on the game, so more money on the pack.” (Sharon) | “they would have this time-limited event going on, which brought the rate up and a lot of people… would end up resorting to buying, additional tickets to try and roll for the unit they want” (Sharon) | “you could link a card to your account…it doesn’t feel like you’re spending money…you’re not seeing any money exchange hands.” (Paul) | |
Distribution of themes across the sample for opening experience, value of content, game related and social influences.
| Theme | Opening Experience | Value of Content | Game Related | Social Influences | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pseudonym | Box Related | Opener Related | Aesthetic /Cosmetic | Functional | Financial | Pay to Win | Pay to Play | Progression | Skip the Grind | Improve Game Play | Invest in Game | Status and Esteem | Friends/Others Do It | To Socialise | Streamers/Pro Gamers | Good Causes |
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| Total | 21 | 23 | 22 | 23 | 9 | 6 | 11 | 9 | 8 | 24 | 4 | 14 | 12 | 12 | 12 | 3 |
| Amount | Most | Most | Most | Most | Many | Some | Many | Many | Some | Most | Some | Many | Many | Many | Many | Some |
Key: “some” = 1–8 participants; “many” = 9–18 participants; “most” = 19–28 participants. Coloured cells mean that a theme was endorsed. Green = participants below cutoffs for problematic gaming and gambling. Blue = participants scoring 3+ on PGSI (i.e., those with “at risk” gambling). Red = participants scoring 8+ on PGSI (i.e., “problem gamblers”). Purple = participants scoring both 32+ on IGD and 8+ on PGSI (NB: there were no participants scoring 32 or above on IGD who did not also score 3 or above on PGSI). Darker-shaded cells = a participant spoke about a motivation in general terms (i.e., as something that they thought motivated others rather than endorsing it as a personal motivation.
Distribution of themes across the sample for emotive/impulsive influences, fear of missing out, type of gamer and style of gaming.
| Theme | Emotive/Impulsive Influences | Fear of Missing Out | Type of Gamer | Style of Gaming | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Pseudonym | Urges/Temptation/Control | Boredom or | Hard to Verbalise/Nonspecific | Missing Out on Social Experience | Missing Out on Time offers/Promotions | Mobile | PC | Console | Cooperative | Competitive | Solo |
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| Total | 19 | 6 | 4 | 12 | 18 | 22 | 15 | 23 | 15 | 22 | 22 |
| Amount | Most | Some | Some | Many | Many | Most | Many | Most | Many | Most | Most |
Key: “some” = 1–8 participants; “many” = 9–18 participants; “most” = 19–28 participants. Coloured cells mean that a theme was endorsed. Green = participants below cutoffs for problematic gaming and gambling. Blue = participants scoring 3+ on PGSI (i.e., those with “at risk” gambling). Red = participants scoring 8+ on PGSI (i.e., “problem gamblers”). Purple = participants scoring both 32+ on IGD and 8+ on PGSI (NB: there were no participants scoring 32 or above on IGD who did not also score 3 or above on PGSI). Darker-shaded cells = a participant spoke about a motivation in general terms (i.e., as something that they thought motivated others rather than endorsing it as a personal motivation).