| Literature DB >> 36237679 |
Caterina Primi1, Francesco Sanson1, Marta Vecchiato2, Emilia Serra2, Maria Anna Donati1.
Abstract
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB use would be related to gambling frequency and problem gambling through the intermediary role of video gaming frequency and problem video gaming. We tested our hypothesis before COVID-19-pandemic-related lockdown and during COVID-19-pandemic-related lockdown, in Italy. Study 1 was conducted with 1,078 high school students (39% boys, mean age = 16.46, SD = 1.28) before COVID-19-pandemic-related lockdown, and Study 2 was conducted with 1,204 high school students (57% boys, mean age = 15.62, SD = 0.64) during COVID-19-pandemic-related lockdown. A path analysis was carried out to analyze the significance of indirect effects from LB use to gambling behavior and problem gambling through video gaming and problem video gaming. In both the studies, results showed that LB use exerted significant and positive direct effects on video gaming frequency, problem video gaming, and gambling frequency. Moreover, LB use had indirect significant and positive effects on problem gambling through video gaming frequency, problem video gaming, and gambling frequency. Findings attest that LB use can be related to problem gambling through a greater involvement in videogames. Thus, a specific subtype of young gamblers can develop Gambling Disorder symptoms from the use of LBs and through an intense use of video games. Practical implications for prevention and treatment are discussed.Entities:
Keywords: COVID-19 pandemic; adolescents; gambling; loot boxes; path analysis; prevention; treatment; video gaming
Year: 2022 PMID: 36237679 PMCID: PMC9551606 DOI: 10.3389/fpsyg.2022.1009129
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Prevalence of video gamers at each video game genre in Study 1 (n = 996).
| Video game genres | Video gamers % ( |
|---|---|
| Action | 71% (708) |
| Real-time strategy | 66% (655) |
| First person shooter | 65% (650) |
| Role-playing | 56% (559) |
| Management | 54% (535) |
| Simulation | 49% (492) |
| Party | 44% (441) |
| Platform | 42% (576) |
| Adventure | 38% (380) |
| Casual | 36% (358) |
| Fighting | 36% (363) |
| Sports | 35% (647) |
| Puzzle games | 34% (280) |
| Massively multiplayer online (MMO) | 32% (318) |
| Sandbox | 29% (294) |
| Multiplayer online battle arena (MOBA) | 25% (249) |
Prevalence of gamblers on each gambling activity in Study 1 (n = 761).
| Gambling activity | Gamblers % ( |
|---|---|
| Scratch cards | 52% (396) |
| Bingo | 49% (374) |
| Card games | 44% (339) |
| Private bets with friends | 42% (314) |
| Bets on sport games | 36% (274) |
| Bets on games of personal skills | 35% (266) |
| Online gambling activities | 23% (179) |
| Online gambling activities | 23% (179) |
| Lotteries | 16% (362) |
| Slot machines | 10% (75) |
| Bet on horse races | 4% (29) |
Means, standard deviations, and correlations among LB use, video gaming frequency, problem video gaming, gambling frequency, and problem gambling, in Study 1.
| Variables | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1. LB use | – | ||||
| 2. Video gaming frequency | 0.35 | – | |||
| 3. Problem video gaming | 0.34 | 0.51 | – | ||
| 4. Gambling frequency | 0.25 | 0.32 | 0.24 | – | |
| 5. Problem gambling | 0.23 | 0.24 | 0.46 | 0.43 | – |
|
| 2.29 | 9.19 | 4.42 | 3.38 | 1.41 |
| SD | 0.53 | 6.23 | 3.61 | 4.03 | 2.18 |
LB, Loot Box.
p < 0.001.
Figure 1(A) Path model with direct effects among the variables in Study 1. (B) Path model with indirect effects among the variables in Study 1.
Prevalence of video gamers at each video game genre in Study 2 (n = 1,064).
| Video game genre | Video gamers % ( |
|---|---|
| First person shooter | 64% (679) |
| Action | 54% (570) |
| Sports | 47% (498) |
| Casual | 36% (381) |
| Sandbox | 35% (369) |
| Management | 33% (350) |
| Party | 29% (303) |
| Platform | 28% (301) |
| Simulation | 20% (214) |
| Fighting | 16% (165) |
| Puzzle games | 16% (170) |
| Multiplayer online battle arena (MOBA) | 15% (153) |
| Real-time strategy | 15% (162) |
| Role-playing | 10% (107) |
| Massively multiplayer online (MMO) | 9% (97) |
| Adventure | 9% (91) |
Prevalence of gamblers on each gambling activity in Study 2 (n = 712).
| Gambling activities | Gamblers % ( |
|---|---|
| Online gambling activities | 53% (376) |
| Scratch cards | 41% (288) |
| Bingo | 33% (237) |
| Private bets with friends | 27% (190) |
| Bets on sport games | 23% (164) |
| Bets on games of personal skills | 20% (145) |
| Card games | 19% (136) |
| Lotteries | 9% (63) |
| Slot machines | 6% (43) |
| Bet on horse races | 4% (34) |
Means, standard deviations, and correlations among LB use, video gaming frequency, problem video gaming, gambling frequency, and problem gambling, in Study 2.
| Variables | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1. LB use | – | ||||
| 2. Video gaming frequency | 0.44 | – | |||
| 3. Problem video gaming | 0.38 | 0.49 | – | ||
| 4. Gambling frequency | 0.23 | 0.35 | 0.30 | – | |
| 5. Problem gambling | 0.15 | 0.29 | 0.45 | 0.47 | – |
|
| 1.16 | 5.25 | 3.21 | 2.20 | 0.98 |
| SD | 1.09 | 4.44 | 3.36 | 2.97 | 2.16 |
LB, Loot Box.
p < 0.001.
Figure 2(A) Path model with direct effects among the variables in Study 6. (B) Path model with indirect effects among the variables in Study 2.