Literature DB >> 35397261

Loot boxes and problem gambling: Investigating the "gateway hypothesis".

Stuart Gordon Spicer1, Chris Fullwood2, James Close3, Laura Louise Nicklin4, Joanne Lloyd5, Helen Lloyd6.   

Abstract

Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or problem gambling. However, such "gateway effects" have not been formally investigated. Using a survey of 1102 individuals who both purchase loot boxes and gamble, we found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or "reverse gateway effects" (gambling causally influencing subsequent loot box engagement). Both subsets of participants had higher scores for problem gambling, problem video gaming, gambling-related cognitions, risky loot boxes engagement, and impulsivity. These individuals also had a tendency for higher loot box and gambling spend; suggesting that potential gateway effects are related to measurable risks and harms. Moreover, the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes. Content analysis of free text responses revealed several reasons for self-reported gateway effects, the most frequent of which were sensation-seeking, normalisation of gambling-like behaviours, and the addictive nature of both activities. Whilst the cross-sectional nature of our findings cannot conclusively establish directions of causality, thus highlighting the need for longitudinal research, we conclude that there is a case for legislation on loot boxes for harm minimisation purposes.
Copyright © 2022 The Authors. Published by Elsevier Ltd.. All rights reserved.

Entities:  

Keywords:  Gateway hypothesis; Impulsivity; Loot boxes; Problem gambling; Problem video gaming; Video games

Mesh:

Year:  2022        PMID: 35397261     DOI: 10.1016/j.addbeh.2022.107327

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  2 in total

1.  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

2.  Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index.

Authors:  David Forsström; Gabriel Chahin; Samuel Savander; Rune A Mentzoni; Sally Gainsbury
Journal:  Addict Behav Rep       Date:  2022-09-03
  2 in total

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