| Literature DB >> 35085370 |
Irene Montiel1, Aránzazu Basterra-González1, Juan M Machimbarrena2, Jéssica Ortega-Barón1, Joaquín González-Cabrera1.
Abstract
BACKGROUND: Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among child and adult population is uncertain, and there is still controversy over the nature of their relationship with problematic gaming and gambling.Entities:
Mesh:
Year: 2022 PMID: 35085370 PMCID: PMC8794181 DOI: 10.1371/journal.pone.0263177
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1PRISMA diagram of study selection process.
Note. C1: non-primary empirical studies; C2: studies in a language other than English or Spanish; C3: no peer review.
Characteristics of the selected studies (N = 16).
| Author (year) | Methods | Outcomes | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Year and country of data collection | Participants ( | Design and recruitment | Objectives | Measured variables/instruments | Loot box def. | Loot box prevalence | Problematic gaming | Problematic gambling | |
| Brooks & Clark (2019) | 2018, North America and Canada | (n1) 144 participants ≥ 21 y/o with prior video game play and familiarity with loot boxes; 48.6% ♀; M = 34; SD = 10. | Cross-sectional data from two convenience samples: one collected via Amazon Mechanical Turk (n1) and the other from an online survey (n2). Compensation of $1.50 USD and a course credit were given to the n1 and n2 participants, respectively. | To test the associations between loot box engagement and gambling behavior, utilizing an exploratory approach. | Use, preferences, virtual item valuation, prioritization of gaming over other activities. | Y | Opening loot box in a game: 88.9% (n1) and 94.8% (n2) | Significant positive association between RLI and IGDS in the two samples. | Significant positive association between scores of RLI and PGSI in the two samples. |
| DeCamp (2021) | 2018/2019, Delaware (USA) | 13042 public school students aged 13–16 y/o; 50% ♀, 50% ♂. | Cross-sectional data from the annual Delaware School Survey (DSS), administered by the University of Delaware Center for Drug and Health Studies, with a | To examine one dimension of potential similarities between loot boxes/downloadable content and gambling: risk and protective factors. | Traditional forms of gambling. | N | Buy loot box (only 2019 samples) | Does not provide data. | Does not provide data. |
| Drummond et al. (2020) | 2019, New Zealand, Australia, and the USA | 1288 respondents (1049 video gamers ≥ 18 y/o). | Cross-sectional data from three large cross-sectional, cross-national samples recruited through Qualtrics’ Survey Targeting Tool. Exclusion of | To examine whether problem gambling and problem gaming symptomology made independent contributions to predicting loot box spending. | N | Does not provide data. | Significant positive association between IGD symptomology, loot box spending, and RLI. | Significant positive associations between monthly loot box spending, PGSI, and RLI. | |
| Evren et al. (2021) | 2019, Turkey | 752 video gamers (eSports players and university students) ≥ 18 y/o. | Cross-sectional data from an online survey addressed to members of a database from ESL Turkey Amateur eSports players and Taleworlds Entertainment, users of Turkish gaming forums and university students (rewarded with bonus credit). | To evaluate the relationships of loot box engagement with gender, disordered gaming, using massive multiplayer online role-playing games, and motives for online gaming among young adults. | Weekly gaming time. | N | Purchase loot boxes: 22.7%. | Significant positive association between loot box purchase and the severity of IGD symptoms. | Does not provide data. |
| Ide et al. (2021) | 2017, Japan | 1615 adolescent gamers aged 14 years (born between September 2002 and August 2004). | Cross-sectional data from the Tokyo Teen Cohort (TTC) study, an ongoing, prospective, and population-based birth cohort study on 2667 adolescents and their primary caregivers recruited from three municipalities using the resident registers. | To investigate the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. | N | Purchase loot boxes: 3.5%. | Significant positive association between loot box purchase and problem online gaming. | Does not provide data. | |
| King et al. (2020) | 2018, USA, Australia, Canada, and UK | 428 Fortnite gamers ≥ 18 y/o. | Cross-sectional data from online forums related to Fortnite (e.g., Epic Games, Reddit forums). | To investigate gaming motivations and behaviors, as well as online social network influences, in relation to microtransaction spending and gaming disorder (GD) symptoms. | Fortnite social play and influence, Fortnite gaming and expenditure: | N | Does not provide data. | No significant association between loot box expenditure (yes/no and amount) and GD symptoms. | Does not provide data. |
| Kristiansen & Severin (2020) | 2018, Denmark | 1137 adolescents aged 12–17 y/o (995 played video games in the prior 12 months). | Cross-sectional data from a survey among a representative gross sample of 5000 Danish adolescents (12–16 y/o) drawn | To examine loot box engagement patterns and links with problem gambling severity. | Monetary gambling involvement, simulated gambling involvement, self-evaluated exposure from gambling advertisements, and a subsection on gambling related gaming including | N | Total engagement among gamers 56.1% (40% earned; 20% purchased; 10.6% sold). | Does not provide data. | Significant positive association between loot box purchasing or selling and PG severity (not only obtained), even controlling for demographic factors. |
| Li et al. (2019) | 2018, Unknown | 618 video gamers ≥ 18 y/o. | Cross-sectional data from an online survey advertised to the general public via an Internet-based research panel (FindParticipants.com), gaming and research forums (e.g., Reddit), and university students who were members of eSports and video game organizations at a large public university. | To explore the relationships of loot box purchases with both problem video gaming and problem gambling behaviors. | N | Buy loot boxes: | Significant positive association between loot box purchase and PVG severity after controlling for gaming engagement. 39.34% of loot box buyers classified as IGD. | Significant positive association between loot box purchase and PG severity. 66.04% of loot box buyers classified as PG. | |
| Macey & Hamari (2019) | 2018, USA, UK, Finland, Canada, and 58 other countries | 582 video game players who had watched eSports, bet, or bought a loot box in the prior 12 months. | Cross-sectional data from an online survey posted on social media sites, such as Facebook and Reddit, on eSports discussion forums, and on the social media pages of various national eSports associations (only English-language sites). Respondents had the chance to enter a | To assess participation rates and demographic characteristics of eSports spectators who gamble and to determine the prevalence of problematic gambling behaviors. | Consumption habits for eSports and gambling behavior (online and offline) (overall engagement). | N | Buy loot boxes: | Does not provide data. | Significant positive association between buying loot box and PGSI. |
| von Meduna et al. (2020) | 2018, Germany | 6000 Internet users ≥ 18 y/o that had participated in online gambling or Pay2Win gaming. | Cross-sectional data from the larger e-GAMES (Electronic Gam(bl)ing: Multinational Empirical Surveys) with a | To explore the overlap between gaming and gambling as well as similarities and differences between the countries from a large number of respondents. | Problem Gambling Severity Index (PGSI) | N | Buy loot box: 38.9% of Pay2Win users | 68.9% of loot boxes purchasers are problem gamers, but there are mixed results in the regression models. | Significant positive association between loot box participation, purchasing frequency, and PGSI, but with mixed results. 45.9% of loot boxes purchasers are problem gamblers. |
| Wardle & Zendle (2021) | 2019, Great Britain | 3549 participants aged 16–24 y/o who had not taken part in any other YouGov study on gambling in the past year. | Cross-sectional data from Emerging Adults Gambling Survey. Participants were drawn from YouGov’s online panel of over 1 million people living in Britain. Emails were sent by YouGov to a random selection of their panel members, stratified by region. Data were weighted to reflect the age, sex, and regional profile of Great Britain. | To examine the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16–24. | Problem Gambling Severity Index (PGSI) | N | Total loot box purchase: 12.1%: 38.9% (16–18 y/o), 29.4% (19–21 y/o), 31.8% (22–24 y/o). | Does not provide data. | Significant positive association between loot box purchase and PG after controlling for other variables. 16.9% of loot box purchasers were problem gamblers. |
| Zendle & Cairns (2018) | 2018, USA, UK, Canada | 7422 gamers ≥ 18 y/o | Cross-sectional data from an online survey with a self-selected sample through Reddit and subreddits (online bulletin board). | To measure both how much these individuals spent on loot boxes and the links between purchasing loot boxes and problem gambling. | Problem Gambling Severity Index (PGSI) | N | Buy loot box: 78%. | Does not provide data. | Significant positive association between PGSI and monthly loot box spending. |
| Zendle & Cairns (2019) | 2018, USA | 1172 regular gamers of any of these ten games (≥ 18 y/o): Player Unknown’s Battlegrounds, League of Legends, Hearthstone, Overwatch, Counter-Strike: GO, FIFA 18, Rocket League, DOTA 2, Team Fortress 2, and Rainbow Six Siege of Tom Clancy. | Cross-sectional data from an online survey through Amazon Mechanical Turk. The recruitment message | To measure problem gambling and loot box spending in a sample of gamers from the USA. | Problem Gambling Severity Index (PGSI) | N | Does not provide data. | Does not provide data. | Significant positive association between PGSI and past month loot box spending. |
| Zendle et al. (2019) | 2018 | 1155 adolescent gamers aged 16–18 y/o. | Cross-sectional data from an online survey through Reddit and subreddits (online bulletin board) or specialist interest bulletin boards for games that featured loot boxes. | To measure the relationship between loot box spending and problem gambling. | Canadian Adolescent Gambling Inventory’s (CAGI) Problem Gambling subscale. | N | Pay for a loot box: | Does not provide data. | Significant positive association between monthly loot box spending and PG. |
| Zendle (2020) | 2019, | 1081 participants ≥ 18 y/o; | Cross-sectional. Online survey by quota sampling to | To estimate the prevalence of loot box spending, eSports betting, real-money gaming, watching videos, etc., and their links with problem gambling and disordered gaming. | Frequency of engagement in eleven traditional forms of gambling, gaming-related forms of gambling and gambling-like behaviors in the past 12 months (eSports betting, | Y | Engaged in loot box spending: | Significant positive association between purchasing frequency and IGDS. | Significant positive association between purchasing frequency and PGSI. |
| Zendle et al. (2020) | 2018, Unknown | 1200 participants, ≥ 18 y/o players | Cross-sectional data from an online survey through Amazon Mechanical Turk workers | To determine if loot boxes features strengthen the link between loot box spending and problem gambling. | Problem Gambling Severity Index (PGSI) | N | Engaged in unpaid openings: 37.6% | Does not provide data. | Significant positive associations between PGSI and loot box spending and between paying for loot boxes and PGSI (higher than free loot boxes), even when cashing out is not possible. |
Note. M = mean; SD = standard deviation; Y/o = years; ♂ = boys; ♀ = girls; Y = Yes; N = No; IGD = Internet Gaming Disorder; PGSI = Problem Gambling Severity Index; SOGS-RA = South Oaks Gambling Scale–Revised Adolescents; RLI = Risky Loot Box Index; GD = Gaming Disorder; PG = Problem Gambling; PVG = Problem Video Gaming; DG = Disordered Gaming; Bold text = relevant characteristics.
The overall prevalence of engagement with loot boxes according to time frame, age group, and action taken (N = 16).
| Time frames |
| Prevalence range | ||||
|---|---|---|---|---|---|---|
| Open (%) |
| Purchase (%) |
| Sell (%) | ||
|
| ||||||
| Adolescents | 0 | - | - | - | ||
| Adults | 1 | 88.9 | 2 | 49.3 | 1 | 27.8 |
|
| ||||||
| Overall (mixed) | 0 | - | 2 | 12.1 | 0 | - |
| Adolescents | 1 | 40.7 | 2 | 20 | 1 | 10.6 |
| 17 | ||||||
| Adults | 0 | - | 4 | 22.7 | 0 | - |
| 7.8 | ||||||
| 66.1 | ||||||
|
| ||||||
| Adolescents | 0 | - | 1 | 40.5 | 0 | - |
| Adults | 0 | 37.6 | 1 | 62.4 | 0 | - |
Note:
1Gamer sample;
2General population sample (gamers, non-gamers, gamblers, and non-gamblers);
3Gamer/gambler sample.