| Literature DB >> 35991334 |
Peter J Etchells1, Alexandra L Morgan1, Daniel S Quintana2,3,4.
Abstract
There are emerging concerns that loot boxes-digital video game items that can be purchased for a chance at randomized rewards-are associated with problematic gambling behaviours and, in turn, are potentially harmful. Current research suggests consistent correlations between loot box spending (LS) and problematic gambling symptomology; however, little research has looked at relationships with mental wellbeing. Here, we used a Bayesian hypothesis testing framework to assess the relative strength of evidence for relationships between LS, excessive gaming, problem gambling, mental wellbeing and psychological distress. Two thousand seven hundred twenty-eight participants who reported playing games containing loot box mechanics in the past month answered a survey assessing the above measures, as well as other forms of digital spending. The results showed extremely strong evidence for a positive correlation between LS and problem gambling; however, there was no evidence to suggest relationships between such spending and mental wellbeing or psychological distress. Exploratory results suggested that individuals who spend money on loot boxes also spend more across a range of digital purchases generally. The findings highlight an urgent need to understand what constitutes harm when considering LS effects and provide further context for discussions regarding how best to regulate such mechanisms.Entities:
Keywords: gambling; loot boxes; mental health; video games
Year: 2022 PMID: 35991334 PMCID: PMC9382208 DOI: 10.1098/rsos.220111
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 3.653
Figure 1A raincloud plot showing the data distribution and jittered raw data of reported amounts spent for the four measures of spending behaviour.
Means (s.d.) for the four key measures of spending (in GBP), as a function of PGSI classification (non-problem, low-risk, moderate-risk and problem gamblers).
| loot box spend | in-game non-gambling spend | other digital purchase | gambling spend | ||
|---|---|---|---|---|---|
| total sample | 8.06 (19.63) | 9.68 (22.91) | 11.81 (23.59) | 13.40 (43.29) | 2728 |
| non-problem gamblers | 5.15 (13.87) | 9.12 (23.42) | 10.87 (23.07) | 4.20 (16.89) | 1522 |
| low-risk gamblers | 9.41 (19.36) | 9.73 (22.31) | 11.04 (20.88) | 12.08 (32.20) | 645 |
| moderate-risk gamblers | 12.27 (26.28) | 11.02 (22.82) | 15.12 (27.27) | 32.23 (71.70) | 451 |
| problem gamblers | 23.21 (38.13) | 11.65 (19.41) | 15.67 (27.83) | 71.15 (97.57) | 110 |
Figure 2Scatterplots of LS and problem gambling (a), disordered gaming (b), mental wellbeing (c) and psychological distress (d) scores. Red lines denote smoothed regression lines and shaded blue areas denote 95% confidence intervals.
Kendall's Tau correlations between problem gambling scores, disordered gaming scores, loot box spend, gambling spend, non-gambling game-related spend and other digital purchase spend.
| problem gambling | disordered gaming | mental wellbeing | psychological distress | |
|---|---|---|---|---|
| loot box spend | 0.201a | 0.105b | 0.013 | 0.007 |
| non-gambling game-related spend | 0.074b | 0.173b | −0.028 | 0.046a |
| other digital purchase spend | 0.073b | 0.015 | 0.029 | −0.018 |
aBF10 > 10.
bBF10 > 100.
Model comparisons for Bayesian multiple regression assessing relationship between mental wellbeing, LS, PGSI disordered gaming symptomology (IGD), MI and DI. The 10 best model comparisons are shown.
| models | P(M) | P(M|data) | BFM | BF10 | |
|---|---|---|---|---|---|
| null model | 0.025 | 1.81 × 10−52 | 7.04 × 10−51 | 1.00 | 0.00 |
| DI + IGD | 0.025 | 0.678 | 82.273 | 3.76 × 1051 | 0.088 |
| LS + DI + IGD | 0.025 | 0.142 | 6.452 | 7.86 × 1050 | 0.089 |
| DI + PGSI + IGD | 0.025 | 0.065 | 2.725 | 3.62 × 1050 | 0.088 |
| MI + DI + IGD | 0.025 | 0.061 | 2.528 | 3.37 × 1050 | 0.088 |
| LS + DI + PGSI + IGD | 0.025 | 0.022 | 0.864 | 1.20 × 1050 | 0.089 |
| LS + MI + DI + IGD | 0.025 | 0.014 | 0.571 | 7.98 × 1049 | 0.089 |
| MI + DI + PGSI + IGD | 0.025 | 0.007 | 0.271 | 3.82 × 1049 | 0.088 |
| DI + PGSI + IGD + PGSI*IGD | 0.025 | 0.005 | 0.205 | 1.37 × 1049 | 0.089 |
| LS + MI + DI + PGSI + IGD | 0.025 | 0.002 | 0.097 | 2.89 × 1049 | 0.088 |
Means (s.d.) for problem gambling, disordered gaming, mental wellbeing and psychological distress scores, separated by loot box spend status.
| problem gambling | disordered gaming | mental wellbeing | psychological distress | |
|---|---|---|---|---|
| gamers who do not spend money on loot boxes | 1.07 (2.21) | 15.65 (4.89) | 45.81 (10.16) | 23.91 (8.17) |
| gamers who do spend money on loot boxes | 2.20 (3.41) | 16.90 (5.22) | 46.09 (10.28) | 24.20 (8.59) |