| Literature DB >> 35933619 |
Leon Y Xiao1,2,3,4, Tullia C Fraser5, Philip W S Newall6,7.
Abstract
Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity. A preregistered survey of People's Republic of China (PRC) video game players (N = 879) failed to replicate this correlation. We observed statistically significant but weak positive correlations between loot box expenditure and past-year gambling participation, and between loot box expenditure and impulsiveness. This study cannot prove that loot boxes are not disproportionately purchased by people with problem gambling symptomatology in the PRC or that PRC players are not potentially at risk of loot box-related harms. Instead, the evidence suggests that the relationship between loot boxes and gambling might be weaker in the PRC than in Western countries. We identified multiple unique factors about the PRC that might be affecting this relationship. For example, the lotteries are the only legally permitted form of gambling. More gamified electronic gambling products are unavailable. The limited availability of gambling meant that a low level of gambling participation (n = 87) was observed, which is a limitation of this study. Additionally, the PRC is presently the only country to legally require loot box probability disclosures as a consumer protection measure. Most loot box purchasers (84.6%) reported seeing loot box probability disclosures, but only 19.3% of this group reported consequently spending less money. Most loot box purchasers (86.9%) thought that pity-timers, which increase the winning probabilities of obtaining rarer rewards, are appropriate for implementation. Future loot box research should give greater consideration to differing cultural contexts and novel consumer protection measures.Entities:
Keywords: Consumer protection law; Gambling; Loot boxes; Mainland China; Video game regulations; Video gaming
Year: 2022 PMID: 35933619 PMCID: PMC9358073 DOI: 10.1007/s10899-022-10148-0
Source DB: PubMed Journal: J Gambl Stud ISSN: 1050-5350
Fig. 1The English version of the definition of ‘gambling’ provided to participants
Demographics (N = 879)
| Characteristic | Percentage of participants |
|---|---|
| Age | |
| 18–24 | 74.5 |
| 25–29 | 15.5 |
| 30–34 | 6.1 |
| 35–39 | 2.3 |
| 40–45 | 1.0 |
| 45 + | 0.6 |
| Gender | |
| Male | 80.7 |
| Female | 14.5 |
| Other | 1.0 |
| Prefer not to answer | 3.9 |
| Education Level | |
| Primary School | 0.1 |
| Middle School | 2.1 |
| High School | 6.5 |
| Some university, no degree | 51.1 |
| Bachelor’s degree | 30.5 |
| Master’s degree | 7.7 |
| Doctorate | 2.1 |
| Employment Status | |
| Employed full time (30 or more hours per week) | 27.5 |
| Employed part time (less than 30 h per week) | 3.3 |
| Unemployed | 2.8 |
| Student | 63.8 |
| Retired | 0.1 |
| Homemaker | 0.5 |
| Other | 1.9 |
| Income level | |
| Less than 36,000 Renminbi | 63.8 |
| Between 36,000 and 144,000 Renminbi | 21.4 |
| Between 144,000 and 300,000 Renminbi | 7.7 |
| Between 300,000 and 420,000 Renminbi | 3.3 |
| Between 420,000 and 660,000 Renminbi | 2.3 |
| Between 660,000 and 960,000 Renminbi | 0.8 |
| More than 960,000 Renminbi | 0.7 |
| Language option | |
| Simplified Chinese | 92.5 |
| English | 7.5 |
Problem gambling severity categories (N = 879)
| Problem gambling severity category | Percentage of participants | Percentage of gamblers ( | Loot box expenditure (previous 12 months; Chinese Yuan); Mean (SD) |
|---|---|---|---|
| Non-gamblers | 90.1 | N/A | 1099 (4437) |
| Non-problem gamblers | 5.0 | 50.6 | 1211 (3839) |
| Low risk gamblers | 3.5 | 35.6 | 1512 (4530) |
| Moderate risk gamblers | 0.5 | 4.6 | 775 (932) |
| Problem Gamblers | 0.9 | 9.2 | 538 (735) |
Video game and loot box engagement and spending (N = 879)
| Characteristic | |
|---|---|
| Video game expenditure (previous 12 months; Chinese Yuan) | |
| Mean (SD) | 2425 (6447) |
| 95% CI | [1998, 2852] |
| Minimum–Maximum | 0–100,000 |
| Video game time (previous week; hours) | |
| Mean (SD) | 22.4 (18.0) |
| 95% CI | [21.2, 23.6] |
| Minimum–Maximum | 0–100 |
| Loot box expenditure (previous 12 months; Chinese Yuan) | |
| Mean (SD) | 1113 (4379) |
| 95% CI | [823, 1403] |
| Minimum–Maximum | 0–64,800 |
Locations of seen disclosures
| In-game purchase page only | Official website only | Both locations | Other locations only, or other locations and purchase page and/or official website | |
|---|---|---|---|---|
| All participants who saw probability disclosures (n = 653) | 311 (47.6%) | 73 (11.2%) | 216 (33.1%) | 53 (8.1%) |
| Loot box purchasers who saw probability disclosures (n = 362) | 168 (46.4%) | 37 (10.2%) | 127 (35.1%) | 30 (8.3%) |
Both locations means both on the in-game purchase page and on the official website. Other locations reported by the participants include: social media, including official accounts managed by the video game companies; internet forums; and in-game locations other than the loot box purchase page, such as system notices
Opinion on the appropriateness of pity-timers
| Extremely appropriate | Somewhat appropriate | Neither appropriate nor inappropriate | Somewhat inappropriate | Extremely inappropriate | |
|---|---|---|---|---|---|
| All participants ( | 439 (49.9%) | 270 (30.7%) | 112 (12.7%) | 25 (2.8%) | 33 (3.8%) |
| Loot box purchasers ( | 240 (56.1%) | 132 (30.8%) | 44 (10.3%) | 8 (1.9%) | 4 (0.9%) |
Correlation coefficients for Chinese-language participants (n = 813), one-tailed
| PGSI | Gambled in previous 12 months? | Impulsiveness | |
|---|---|---|---|
| Loot box expenditure | |||
| Impulsiveness | 1 |