| Literature DB >> 36167899 |
Aaron Drummond1, Lauren C Hall2, James D Sauer3.
Abstract
Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.Entities:
Mesh:
Year: 2022 PMID: 36167899 PMCID: PMC9514709 DOI: 10.1038/s41598-022-20549-1
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.996
Binomial linear regression results with age as a covariate and gender and dataset as factors.
| Predictor | β | Z | Relative risk [95% CI] | |
|---|---|---|---|---|
| Age | − 0.451 | − 7.73 | n/a2 | < 0.001 |
| Gender: female3 | 0.32 | 3.24 | 1.27 [1.10, 1.45] | 0.001 |
| Gender: non-binary3 | 1.02 | 2.33 | 1.96 [1.13, 2.85] | 0.020 |
| Gender: “prefer-not-to-say”3 | 0.10 | 0.15 | 1.08 [0.35, 2.41] | 0.878 |
| Gender: other3 | − 0.01 | − 0.01 | 0.99 [0.13, 3.19] | 0.999 |
| Dataset | − 0.20 | − 1.94 | 0.86 [0.74, 1.00] | 0.052 |
| Loot box purchased | 0.86 | 6.73 | 1.79 [1.53, 2.05] | < 0.001 |
1Age converted to Z-score to generate β.
2Relative Risk inappropriate for age as a continuous covariate.
3Comparison group: male.
Figure 1Relative risk of those that purchased loot boxes, video games, downloadable content, and other in-game items scoring 30 or more on the Kessler-10 psychological distress scale compared to those that did not purchase such content. White bars represent 68% confidence interval (1 SD). Error bars represent 95% confidence intervals.
Binomial linear regression results including all forms of measured game spending as factors, with age as a covariate, and gender and dataset as factors.
| Predictor | β | Z | Relative risk [95% CI] | |
|---|---|---|---|---|
| Age1 | − 0.44 | − 7.39 | n/a2 | < 0.001 |
| Gender: female3 | 0.35 | 3.45 | 1.29 [1.12, 1.48] | < 0.001 |
| Gender: non-binary3 | 1.09 | 2.49 | 2.04 [1.19, 2.92] | 0.013 |
| Gender: “prefer-not-to-say”3 | 0.13 | 0.19 | 1.10 [0.36, 2.44] | 0.850 |
| Gender: other3 | 0.03 | 0.03 | 1.02 [0.13, 3.22] | 0.979 |
| Dataset | − 0.21 | − 1.99 | 0.86 [0.73, 1.00] | 0.047 |
| Games purchased | 0.06 | 0.48 | 1.04 [0.87, 1.24] | 0.630 |
| Virtual items purchased | 0.15 | 1.00 | 1.12 [0.90, 1.37] | 0.316 |
| Downloadable content purchased | 0.27 | 1.93 | 1.22 [1.00, 1.46] | 0.053 |
| Loot box purchased | 0.62 | 4.03 | 1.55 [1.26, 1.85] | < 0.001 |
1Age converted to Z-score to generate β.
2Relative risk inappropriate for age as a continuous covariate.
3Comparison group: male.
Binomial linear regression results including age as a covariate, and problem gambler status, gender, and dataset as factors.
| Predictor1 | β | Z | Relative risk [95% CI] | |
|---|---|---|---|---|
| Age1 | − 0.42 | − 7.39 | n/a2 | < 0.001 |
| Gender: female3 | 0.49 | 4.65 | 1.42 [1.23, 1.63] | < 0.001 |
| Gender: non-binary3 | 1.37 | 3.10 | 2.33 [1.44, 3.16] | 0.002 |
| Gender: “prefer-not-to-say”3 | 0.22 | 0.31 | 1.18 [0.37, 2.57] | 0.757 |
| Gender: other3 | − 0.10 | − 0.08 | 0.93 [0.11, 3.18] | 0.933 |
| Dataset | 0.01 | 0.02 | 1.00 [0.86, 1.16] | 0.984 |
| Low-risk gambler4 | 0.09 | 0.61 | 1.08 [0.85, 1.35] | 0.539 |
| Moderate-risk gambler4 | 0.55 | 4.11 | 1.52 [1.26, 1.82] | < 0.001 |
| Problem gambler4 | 1.64 | 11.10 | 2.88 [2.50, 3.25] | < 0.001 |
| Loot box purchased | 0.34 | 2.39 | 1.28 [1.05, 1.54] | 0.017 |
1Age converted to Z-score to generate β.
2Relative Risk inappropriate for age as a continuous covariate.
3Comparison group: male.
4Comparison group: Non-problem Gambler.
Figure 2Prevalence of severe psychological distress (K-10 > 30) for those who spent more than a given amount on loot boxes and video games. Error bars represent 95% CIs.