| Literature DB >> 35129238 |
James Close1, Stuart Gordon Spicer2, Laura Louise Nicklin3, Joanne Lloyd4, Helen Lloyd5.
Abstract
BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming. We aimed to measure the association between loot box engagement and socioeconomic correlates.Entities:
Mesh:
Year: 2022 PMID: 35129238 PMCID: PMC9543851 DOI: 10.1111/add.15837
Source DB: PubMed Journal: Addiction ISSN: 0965-2140 Impact factor: 7.256
Demographic comparison of loot box (LB) engagement from 16 k UK gamers
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| Total from all gamers | 16 196 | 17.16 | £29.12 | 2.01 | |||||||
| Gender: males purchase higher proportion of LBs than females |
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| Female | 9676 | 14.31 | £16.71 | 1.69 | |||||||
| Male | 6492 | 21.44 | £41.66 | 2.32 | |||||||
| Prefer not to say | 28 | 4.17 | £7.00 | 0.28 | |||||||
| Age (y): a higher proportion of young people purchase LBs |
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| 12.05 | 0.28 |
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| 18–25 | 4881 | 19.55 | £38.76 | 2.88 | |||||||
| 25–30 | 3131 | 18.17 | £29.36 | 1.77 | |||||||
| 30–35 | 2716 | 16.61 | £21.54 | 1.74 | |||||||
| 35–40 | 1889 | 17.15 | £24.12 | 1.66 | |||||||
| 40–45 | 1271 | 16.44 | £24.98 | 1.76 | |||||||
| 45–50 | 813 | 14.27 | £14.96 | 1.22 | |||||||
| 50–55 | 632 | 12.03 | £23.47 | 0.92 | |||||||
| 55–60 | 410 | 10.24 | £11.42 | 0.93 | |||||||
| 60–65 | 235 | 8.09 | £17.89 | 1.52 | |||||||
| 65–70 | 113 | 7.96 | £11.63 | 0.88 | |||||||
| 70–75 | 42 | 7.14 | £10.00 | 0.80 | |||||||
| No data | 63 | n/a | n/a | n/a | |||||||
| Ethnicity: no relationship | 4.36 | [4] | 0.359 | 8.35 | 0.08 | 8.58 | 0.07 | ||||
| Asian | 973 | 18.50 | £43.45 | 2.87 | |||||||
| Black | 410 | 18.78 | £23.75 | 1.85 | |||||||
| Mixed | 636 | 19.18 | £24.56 | 1.79 | |||||||
| Other | 124 | 14.52 | £22.22 | 2.27 | |||||||
| White | 13 687 | 17.07 | £28.49 | 1.96 | |||||||
| No data | 366 | n/a | n/a | n/a | |||||||
| Education: a lower proportion of university educated purchase LBs |
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| 9.99 | 0.07 |
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| Secondary education (e.g. GED/GCSE) | 849 | 15.57 | £30.75 | 2.65 | |||||||
| High school diploma/A‐levels | 2597 | 16.72 | £50.53 | 2.17 | |||||||
| Technical/community college | 932 | 18.88 | £43.33 | 2.09 | |||||||
| Undergraduate degree (BA/BSc/other) | 3521 | 12.89 | £16.92 | 1.36 | |||||||
| Graduate degree (MA/MSc/MPhil/other) | 1407 | 12.79 | £40.47 | 1.19 | |||||||
| Doctorate degree (PhD/other) | 193 | 10.88 | £10.48 | 0.32 | |||||||
| No data | 6697 | n/a | n/a | n/a | |||||||
| Employment: a higher proportion of unemployed purchase LBs |
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| Full‐time | 7892 | 17.79 | £37.10 | 1.33 | |||||||
| Part‐time | 3309 | 15.99 | £18.77 | 2.35 | |||||||
| Due to start job in the month | 188 | 18.62 | £26.44 | 2.06 | |||||||
| Unemployed (and job seeking) | 1905 | 19.00 | £24.69 | 4.27 | |||||||
| Not in paid work (e.g. homemaker, retired) | 1579 | 14.63 | £15.54 | 2.59 | |||||||
| Other | 1235 | 16.44 | £24.45 | 4.27 | |||||||
| No data | 88 | n/a | n/a | n/a | |||||||
| Personal income: lower earners spend higher proportion of income on LBs |
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| £10 000 or less | 3375 | 15.47 | £21.73 | 3.84 | |||||||
| £10 000–£19 999 | 2893 | 17.46 | £47.26 | 1.88 | |||||||
| £20 000–£29 999 | 2737 | 17.21 | £27.76 | 1.13 | |||||||
| £30 000–£39 999 | 1261 | 17.61 | £26.95 | 0.92 | |||||||
| £40 000–£49 999 | 471 | 18.90 | £27.04 | 0.72 | |||||||
| £50 000+ | 448 | 19.42 | £30.13 | 0.52 | |||||||
| No data | 5011 | n/a | n/a | n/a |
Left panel shows numbers (n) and percent of LB buyers within each demographic category, followed by χ2 test results for each demographic variable. Middle panel shows mean loot box spend (for those who indicate that they buy LBs) for each demographic category, followed by Kruskall‐Wallis test results. Right side of table shows % of monthly income that LB purchasers spend on LBs, according to demographic categories, followed by Kruskall‐Wallis test results. For all tests, results that are significant at P < 0.05 level after FDR correction are indicated, in bold and with asterisk. Demographic data was downloaded from Prolific (rather than obtained via our survey), and hence, has differing levels of missing data—this is indicated by totals for ‘No data’ subcategories on same demographics (excluded from relevant statistical test). Because of space constraints, earnings greater than £50 k are collapsed into a single bin.
Percent of participants who engage in various gaming/gambling behaviours, versus types of in‐game purchases that they engage in
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| % of all gamers | 30.12 | 26.21 | 12.39 |
| 54.24 | 28.59 | 45.96 | 33.03 | 39.54 |
| % of those who gamble |
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| % of computer gamers | 30.60 | 26.65 | 13.15 |
| 56.95 | 23.91 | 54.34 | 37.22 | 41.48 |
| % of console gamers | 32.77 | 28.80 | 13.49 |
| 58.23 | 22.26 | 54.24 | 41.57 | 42.42 |
| % of handheld gamers | 31.30 | 27.29 | 14.43 |
| 57.60 | 21.47 | 57.14 | 41.89 | 44.19 |
| % of f2p gamers | 30.40 | 26.49 | 13.36 |
| 52.47 | 29.41 | 44.26 | 31.94 | 41.77 |
| % of premium mobile gamers | 40.36 | 36.28 | 18.88 |
| 56.16 | 14.19 | 64.19 | 49.52 | 57.34 |
| % of esports gamers | 42.46 | 38.62 | 20.49 |
| 51.11 | 12.68 | 68.55 | 58.33 | 55.77 |
| % of VR gamers | 35.03 | 30.51 | 18.42 |
| 57.71 | 17.64 | 61.14 | 44.75 | 49.52 |
Column and row for loot boxes and gambling are highlighted in bold. "f2p" = free to play; "VR" = virtual reality.