| Literature DB >> 36202911 |
Nicholas J D'Amico1, Aaron Drummond2, Kristy de Salas1, Ian Lewis1, Callan Waugh1, Breanna Bannister1, James D Sauer3.
Abstract
Is engaging with gambling-like video game rewards a risk factor for future gambling? Despite speculation, there are no direct experimental tests of this "gateway hypothesis". We test a mechanism that might support this pathway: the effects of engaging with gambling-like reward mechanisms on risk-taking. We tested the hypothesis that players exposed to gambling-like rewards (i.e., randomised rewards delivered via a loot box) would show increased risk-taking compared to players in fixed and no reward control conditions. 153 participants (Mage = 25) completed twenty minutes of gameplay-including exposure to one of the three reward conditions-before completing a gamified, online version of the Balloon Analogue Risk Task (BART). Self-reports of gambling and loot box engagement were collected via the Problem Gambling Severity Index, and Risky Loot-Box Index. Bayesian t-tests comparing BART scores across reward conditions provided moderate to strong evidence for a null effect of condition on risk-taking (BF = 4.05-10.64). Null effects were not moderated by players' problem gambling symptomatology. A Spearman correlation between past loot box engagement and self-reported gambling severity (rs = 0.35) aligned with existing literature. Our data speak against a "gateway" hypothesis, but add support to the notion that problem gambling symptoms might make players vulnerable to overspending on loot boxes.Entities:
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Year: 2022 PMID: 36202911 PMCID: PMC9537418 DOI: 10.1038/s41598-022-21222-3
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.996
Figure 1Mean BART scores according to reward condition.
Figure 2Prior and Posterior Plots, and Robustness Checks for Bayesian T-Tests.
Figure 3Sequential analyses for Bayesian T-tests.
Figure 4Density plot of PGSI score distribution.