| Literature DB >> 36134206 |
David Forsström1,2, Gabriel Chahin3, Samuel Savander3, Rune A Mentzoni4, Sally Gainsbury5.
Abstract
Loot boxes are products in videogames that is earned by playing a video game or by buying them. Loot boxes has similar mechanisms as a lottery and there is an ongoing debate if loot boxes are gambling. However, to understand the potential harm of loot boxes valid instruments are needed. An English study psychometrically evaluated an instrument focused on risky loot box use called the Risky Loot Box Index. The study evaluated 12 item scale and based on a factor analysis it was reduced to a five-item scale. The aim of our study is to evaluate a Swedish version of the 12-item instrument from a psychometric perspective. Two samples recruited via an online survey were used. The first sample was recruited from the gambling site Unibet. A mail with an invitation to participate was sent to esports bettors and sport bettors at the gambling site. The second sample was recruited from a Facebook forum focused on e-sports. An invitation was posted on the forum to partake in the study. A total of 195 of respondents (96% men and 4% women) with a mean age of 33.76 (SD = 12.34) answered the Unibet survey and 169 respondents (96% men and 4% women and non-binary) with a mean age of 23.89 (SD = 5.52) answered the Facebook survey. An exploratory factor analysis yielded a two-factor seven item solution. The factors were overconsumption regarding time spent on loot boxes and the other factor was focused on overconsumption of loot boxes in terms of spending money. The confirmatory factor analysis conducted in the Facebook sample validated the result from the exploratory factor analysis. The conclusion of the study is that the Swedish version of the Risky Loot Index has good psychometric properties and can used to measure risky loot box consumption.Entities:
Keywords: Addictive qualities; Gambling; Instrument; Loot boxes; Psychometric evaluation
Year: 2022 PMID: 36134206 PMCID: PMC9483729 DOI: 10.1016/j.abrep.2022.100453
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Demographic Data.
| Demographics | Sample 1: Unibet (Gambling Site) n = 195 | Sample 2: Facebook (esports Community) n = 169 |
|---|---|---|
| Age: | ||
| Mean (SD) | 33.76 (12.35) | 23.89 (5.52) |
| Range | 52 (18–70) | 26 (18–44) |
| Gender (%): | ||
| Male | 187 (95.90%) | 162 (95.86%) |
| Female | 8 (4.10%) | 6 (3.55%) |
| Non-binary | 1 (0.59%) | |
| Education (%): | ||
| Primary School | 15 (7.69%) | 15 (8.88%) |
| High School | 74 (37.95%) | 103 (60.95%) |
| Stray Courses (University) | 35 (17.95%) | 32 (18.93%) |
| University Degree | 71 (36.41%) | 19 (11.24%) |
Note: Nineteen participants were excluded from Sample 1 due to being under the age of 18.
Fig. 1Result from parallel analysis.
Factor loadings and Communalities of the Final Two-factor Solution.
| Items | Time spent regarding loot box usage | Consumption | Communalities |
|---|---|---|---|
| I frequently play games longer than I intend to, so I can earn Loot Boxes | 0.80 | −0.03 | 0.60 |
| I will play for long periods of time to earn Loot Boxes | 0.91 | −0.05 | 0.78 |
| Receiving items from Loot Boxes is a primary reason why I play video games | 0.85 | 0.06 | 0.79 |
| I buy Loot Boxes with the hope of receiving valuable items to sell | 0.07 | 0.81 | 0.73 |
| I have put off other activities, work, or chores to be able to earn or buy more Loot Boxes | 0.74 | 0.06 | 0.60 |
| I have bought more Loot Boxes after failing to receive valuable items | −0.03 | 0.90 | 0.77 |
| The thrill of opening Loot Boxes has encouraged me to buy more | −0.02 | 0.86 | 0.72 |
Factor Loadings from the Confirmatory Factor Analysis with Fixed Parameters.
| Factor | Items | Estimate | SE | Z | p |
|---|---|---|---|---|---|
| Time spent in regards to loot boxes | I frequently play games longer than I intend to, so I can earn Loot Boxes | 1.000* | |||
| I will play for long periods of time to earn Loot Boxes | 1.161 | 0.114 | 10.161 | < 0.001 | |
| Receiving items from Loot Boxes is a primary reason why I play video games | 0.532 | 0.076 | 6.954 | < 0.001 | |
| I have put off other activities, work, or chores to be able to earn or buy more Loot Boxes | 0.450 | 0.086 | 5.268 | < 0.001 | |
| Consumption | I buy Loot Boxes with the hope of receiving valuable items to sell | 1.000* | |||
| I have bought more Loot Boxes after failing to receive valuable items | 1.314 | 0.209 | 6.292 | < 0.001 | |
| The thrill of opening Loot Boxes has encouraged me to buy more | 1.232 | 0.220 | 5.604 | < 0.001 |
Note: * = fixed parameter. SE = Standard Error. Significance Level (p) = 0.05.
Correlation Matrix.
| SWERLI | Time factor | Money factor | PGSI | Age | Item Loot box problems | |
|---|---|---|---|---|---|---|
| Revised Risky Loot Box Index | – | – | – | – | – | – |
| Time spent | 0.869** | – | – | – | – | – |
| Consumption | 0.897** | 0.560** | – | – | – | – |
| PGSI | 0.186** | 0.120 | 0.204** | – | – | – |
| Age | −0.150* | 0.004 | −0.255** | −0.115 | – | – |
| Item Loot box problems | 0.787** | 0.852** | 0.556** | 0.137 | −0.005 | – |
Note: * Significant correlation at 0.05. ** Significant correlation at 0.01.