| Literature DB >> 34258146 |
Kengo Yokomitsu1, Tomonari Irie2, Hiroki Shinkawa3, Masanori Tanaka4.
Abstract
PURPOSE OF REVIEW: Research has indicated that loot boxes are risky gaming components that could exacerbate Internet gaming disorder due to a link between loot box purchasing and gambling. We conducted a systematic review to identify the characteristics of people who purchase loot boxes with real money, focusing on the relationships (a) between loot boxes and gaming, (b) between loot boxes and gambling, and (c) between loot boxes and other variables. RECENTEntities:
Keywords: Gambling; Internet gaming; Loot box; Review
Year: 2021 PMID: 34258146 PMCID: PMC8264989 DOI: 10.1007/s40429-021-00386-4
Source DB: PubMed Journal: Curr Addict Rep
Study characteristics, sample characteristics, research design, and measurement of loot box use in the reviewed studies
| Study | Country | Sample characteristics and population | Research design and setting | Index of loot boxes | Other loot box–related variables |
|---|---|---|---|---|---|
| DeCamp (2021) | USA | N = 13,042 (age: N/A; gender: N/A) Participants were 5th, 8th, and 11th grade students in public and public-charter schools | Cross-sectional study Data collection date: 2018 to 2019 Delaware School Survey | Spending on loot boxes | Parental bond Depression/anxiety Victimization Bullying Substance use School grades Gender Race/ethnicity |
| Hall et al. (2021) | Australia, New Zealand, USA | N = 1144 (age: 31.4±10.5; gender: 619 women, 499 men, 26 other) Participants who played video games | Cross-sectional study (natural experiment) Data collection date: the 7th and 9th of April 2020 | Risky Loot Box Index [ | Problem Gambling Severity Index [ Internet Gaming Disorder Checklist [ Self-isolating (eliminating contact with other people) or quarantined (under mandated self-isolation) by the pandemic |
| Ide et al. (2021) | Japan | N = 1615 (age: 14; gender: 595 girls, 1020 boys) Participants that played online video games, and these data were obtained from the Tokyo Teen Cohort study | Cross-sectional study Data collection date: Sep 2002 and Aug 2004 | Spending on loot boxes | Items about problem online gaming |
| Rockloff et al. (2021) | Australia | N = 1954 (age: 53.0% 18–24, 47.0% 12–17, gender: 59.9% were girls and women) Participants aged 12 to 24 | Cross-sectional study Data collection date: None | Playing loot boxes Opening loot boxes Buying loot boxes Selling loot boxes Attitudes toward loot boxes | Problem Gambling Severity Index [ Short Gambling Harms Screen [ Gambling frequency The amount of money spent on gambling Attitudes toward gambling |
| Close et al. (2020) | Australia, Global (online), New Zealand, USA | N = 7771 (age: N/A; gender: N/A) Datasets were combined from previous surveys | Secondary analysis of the combined open-access data Data collection date: None | Spending on loot boxes | Problem Gambling Severity Index [ |
| Drummond et al. (2020) | Australia, New Zealand, USA | N = 1288 (age: 40.0±15.4; gender: 816 women, 457 men, 15 other) A sample representative to the age and income demographics of the country as reported in national Census data | Cross-sectional study Data collection date: None | Risky Loot Box Index [ | Problem Gambling Severity Index [ Internet Gaming Disorder Checklist [ Positive and Negative Affect Scale-Short Form [ Kessler Psychological Distress Scale [ |
| King et al. (2020) | USA, Australia, Canada, The UK | N = 428 (age: 23.5±7.3; gender: 393 men, 28 women, 7 other) Fortnite players from online forums | Cross-sectional study Data collection date: Nov to Dec 2018 | Spending on loot boxes | Hours playing Number of devices, payment methods, and friends who play or pay for 24-item scale that measures perceived value of purchasing online game items [ Barratt Impulsiveness Scale-Brief [ Gaming-Contingent Self-Worth Scale [ Gaming Disorder Criteria [ |
| Kristiansen and Severin (2020) | Denmark | N = 1137 (age: 43.7% aged 12–13, 41.0% aged 14–15, 15.4% aged 16; gender: 49.5% boys, 50.6% girls) A representative gross sample of 5000 Danish adolescents drawn randomly from the Danish Civil Registration System | Cross-sectional study Data collection date: None | Obtaining loot boxes Spending on loot boxes Selling virtual items that were originally obtained from a loot box | The South Oaks Gambling Screen-Revised for Adolescents [ |
| Wardle and Zendle (2020) | The UK | N = 3549 (age: 33.4% 16–18, 31.0% 19–21, 35.6% 22–24; gender: 1627 boys/men, 1922 girls/women) Participants aged 16 to 24, and data were from the Emerging Adult’s Gambling Survey | Cross-sectional study Data collection date: Jun to Aug 2019 | Spending on loot boxes | Problem Gambling Severity Index [ Gambling behaviors Gender Age group Ethnic group |
| Zendle (2020) | The UK | N = 1081 (age: 190 aged 18–27, 176 aged 28–37, 203 aged 38–47, 184 aged 48–57, 328 aged 58+; gender: 526 men, 549 women) Participants aged 18 or older were recruited by Prolific Academic, which was quota-sampled to be nationally representative of the 2011 UK Census | Cross-sectional study Data collection date: Aug 30 to Sep 9 2019 | Spending on loot boxes Watching loot box openings | Gambling Disorder Criteria [ |
| Zendle et al. (2020) | Global (online) | N = 1203 (age: 19.8% aged 18–24, 27.3% aged 25–29, 25.2% aged 30–34, 13.3% aged 35–39, 14.4% aged 40+; gender: 729 men, 445 women, 29 other) People who purchased and opened loot boxes within the last month | Cross-sectional study Data collection date: None | Spending on loot boxes Selling virtual items that were originally obtained from a loot box | Problem Gambling Severity Index [ |
| Larche et al. (2019) | Canada | Experiment 1: N = 47 (age: N/A; gender: N/A) Students who played the game Experiment 2: N = 46 (age: N/A, gender: N/A) Students who played the game | Experimental study Data collection date: None | Videos of actual | Experiments 1 and 2: Subjective ratings of arousal and valence were measured using the Self-Assessment Manikins [ Subjective ratings of urge to open another loot box (0–100) Loot box subjective value (1 = no worth, 16 = high worth). Experiment 2: Skin conductance responses force (quantified as the amount of pressure (mv) imparted on the modified mouse when the participant made the press response to initiate the subjective surveys following the loot box video). |
| Zendle (2019) | Global (online) | N = 112 (age: 22 aged 18–24, 39 aged 25–29, 31 aged 30–34, 11 aged 35–39, 9 aged 40+; gender: 80 men, 27 women, 5 other) Players of | Cross-sectional and longitudinal study Data collection date: time 1 Mar 21 to Mar 24 2019, time 2 May 24 to Jun 3 2019 | Spending on loot boxes | Problem Gambling Severity Index [ |
| Zendle et al. (2019) | Global (online) | N = 1150 (age: 26.4% were 16, 26.6% were 17, 47.0% were 18; gender: 88% boys, 9% were girls, 3% other) Older adolescent gamers aged 16–18 | Cross-sectional study Data collection date: Dec 20 to Dec 25 2019, time 2 May 24 to Jun 3 2019 | Obtaining loot boxes Spending on loot boxes | Canadian Adolescent Gambling Inventory [ Impulsivity [ |
| Li et al. (2019) | Global (online) | N = 618 (age: 27.0±8.9; gender: 394 men) Aged 18 or older | Cross-sectional study Data collection date: Aug to Nov 2018 | Spending on loot boxes | Video gaming and online gambling engagement (frequency; 1 h, 1–2 h, 2–3 h, 3–5 h, 5–7 h, 7–10 h, and >10 h) DSM-5 Internet Gaming Disorder Criteria [ Problem Gambling Severity Index [ 18-item Brief Symptom Inventory [ |
| Brooks and Clark (2019) | Study 1: Global (online) Study 2: Canada | Study 1: N = 144 (age: 34.0±10.0; gender: 48.6% women) MTurk Workers who had completed ≥ 1000 MTurk tasks with > 98% approval ratings, resided in North America, were fluent in English, and aged 21 or older Study 2: N = 113 (age: 21.0±2.39; gender: 12.1% women) University students who participated in an online survey, and indicated familiarity with loot boxes | Cross-sectional study Data collection date Study 1: Feb to Mar 2018 Data collection date Study 2: Mar to Apr 2018 | Risky Loot Box Index [ Obtaining loot boxes Spending on loot boxes | Internet Gaming Disorder Scale [ Financial subscale of the Domain-Specific Risk-Taking [ Gambling Related Cognitions Scale [ Darke and Freedman Beliefs Around Luck Scale [ Problem Gambling Severity Index [ |
| Zendle and Cairns (2019) | USA | N = 1172 (age: 237 aged 18–24, 342 aged 25–29, 300 aged 30–34, 148 aged 35–39, 150 aged 40+; gender: 751 men, 372 women, 50 other) Participants who regularly played one of the 10 most globally popular games that feature loot boxes | Cross-sectional study Data collection date: None | Spending on loot boxes | Problem Gambling Severity Index [ |
| Brady and Prentice (2019) | Ireland | N = 25 (age: 24.56±3.50; gender: 25 men) Participants who played FIFA football games | Experimental study Data collection date: None | Loot box openings by using actual games | Game Addiction Scale [ |
| Zendle and Cairns (2018) | Global (online) | N = 7422 (age: 3589 aged 18–24, 2066 aged 25–29, 1061 aged 30–34, 444 aged 35–39, 262 aged 40+; gender: 6,612 men, 694 women, 116 other). Participants who were gamers aged 18 or order | Cross-sectional study Data collection date: None | Spending on loot boxes | Problem Gambling Severity Index [ |
| Macey and Hamari (2019) | Global (online) | N = 582 (age: 11 aged 14 or younger, 146 aged 15–17, 182 aged 18–21, 96 aged 22–25, 69 aged 26–29, 31 aged 30–33, 12 aged 34–37, 11 aged 38–41, 10 aged 42–45, 2 aged 46–49, 1 age 50+; gender: 535 boys/men, 32 girls/women, 4 other) Participants who had played video games and had watched eSports, and gambled or purchased loot boxes within the past 12 months | Cross-sectional study Data collection date: None | Spending on loot boxes | Problem Gambling Severity Index [ |
Fig. 1Flowchart of study selection
Studies’ quality assessments by the Quality Assessment Tool for Observational Cohort and Cross-Sectional Studies
| Study | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | Total y’s (%) | Quality rating |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Decamp et al. (2021) | y | y | y | y | n | n | n | y | y | n | n | n | o | y | 7 (50.0%) | Fair |
| Hall et al. (2021) | y | y | o | n | n | y | o | n | n | n | n | n | o | n | 3 (21.4%) | Poor |
| Ide et al. (2021) | y | n | n | n | n | n | n | y | n | n | n | n | o | y | 3 (21.4%) | Poor |
| Rockloff et al. (2021) | y | y | o | n | n | n | n | y | n | n | n | n | o | y | 4 (28.6%) | Fair |
| Close et al. (2020) | y | y | y | y | n | n | n | y | n | n | n | n | o | y | 6 (42.9%) | Fair |
| Drummond et al. (2020) | y | y | y | y | y | n | n | y | y | n | y | n | o | y | 9 (64.3%) | Good |
| King et al. (2020) | y | y | y | n | n | n | n | n | n | n | n | n | o | y | 4 (28.6%) | Fair |
| Kristiansen and Severin (2020) | y | y | n | n | n | n | n | y | y | n | n | n | o | y | 5 (35.7%) | Fair |
| Wardle and Zendle (2020) | y | y | y | y | n | n | n | y | n | n | n | n | o | y | 6 (42.9%) | Fair |
| Zendle (2020) | y | y | y | y | y | n | n | y | y | n | y | n | o | y | 9 (64.3%) | Good |
| Zendle et al. (2020) | y | y | y | y | n | n | n | y | n | n | n | n | o | y | 6 (42.9%) | Fair |
| Larche et al. (2019) | y | y | y | n | n | y | y | y | y | n | n | n | o | n | 7 (50.0%) | Fair |
| Zendle (2019) | y | y | y | y | n | y | o | y | y | n | n | n | n | y | 8 (57.1%) | Good |
| Zendle et al. (2019) | y | y | y | n | n | n | n | y | y | n | n | n | o | y | 6 (42.9%) | Fair |
| Li et al. (2019) | y | y | y | n | n | n | n | y | n | n | n | n | o | y | 5 (35.7%) | Fair |
| Brooks and Clark (2019) Study 1 | y | y | y | y | n | n | n | y | y | n | y | n | o | y | 8 (57.1%) | Good |
| Brooks and Clark (2019) Study 2 | y | y | y | y | n | n | n | y | y | n | n | n | o | n | 6 (42.9%) | Fair |
| Zendle and Cairns (2019) | y | y | o | o | y | n | n | y | n | n | y | n | o | n | 5 (35.7%) | Fair |
| Brady and Prentice (2019) | y | y | y | n | n | n | n | y | y | n | n | n | o | n | 5 (35.7%) | Fair |
| Zendle and Cairns (2018) | y | y | n | n | n | n | n | y | y | n | n | n | o | n | 4 (28.6%) | Fair |
| Macey and Hamari (2019) | y | y | y | y | n | n | n | y | n | n | n | n | o | y | 6 (42.9%) | Fair |
y yes, n no, o other