2019
DOI: 10.1098/rsos.190049
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Adolescents and loot boxes: links with problem gambling and motivations for purchase

Abstract: Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot… Show more

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Cited by 157 publications
(272 citation statements)
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“…The variable ratio reinforcement schedules used in loot boxes are common to gambling and, as they do in conventional gambling activities, might plausibly cause players to feel that the next opening will yield a valuable prize, resulting in increased spending [1]. This may explain why, compared to non-problem gamblers, problem gamblers spend significantly more on loot box systems [5][6][7][8][9][10][11]. We note, that although mean spending amongst problem gamblers is typically reported as being low, between $40-50 USD per month, this figure is drawn from research primarily involving samples of convenience and requires representative sampling to validate.…”
Section: Introductionmentioning
confidence: 99%
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“…The variable ratio reinforcement schedules used in loot boxes are common to gambling and, as they do in conventional gambling activities, might plausibly cause players to feel that the next opening will yield a valuable prize, resulting in increased spending [1]. This may explain why, compared to non-problem gamblers, problem gamblers spend significantly more on loot box systems [5][6][7][8][9][10][11]. We note, that although mean spending amongst problem gamblers is typically reported as being low, between $40-50 USD per month, this figure is drawn from research primarily involving samples of convenience and requires representative sampling to validate.…”
Section: Introductionmentioning
confidence: 99%
“…Despite the rapid increase in research investigating the relationship between loot boxes and gambling, much remains unknown about the relationship between player engagement with loot boxes and problem gambling symptomology. Most of the work in this area has been undertaken with samples self-selecting into online surveys [5], or by specifically targeting populations likely to be heavy gamers [7,8,10,12].…”
Section: Introductionmentioning
confidence: 99%
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“…Loot boxes vary in the extent to which their contents can be exchanged for prizes of economic value, leading to academic and regulatory debate about whether this activity constitutes gambling or not (Brooks & Clark, 2019;Drummond & Sauer, 2018;Gambling Commission, 2017). The widespread inclusion of loot boxes in video games is relatively recent, meaning that any association between child loot box engagement and adult disordered gambling may not be known for some time, although some worrying trends among adolescents are apparent (Zendle, Meyer, & Over, 2019). By comparison, the UK has for some time allowed a number of gambling products to be used by children under the age of 18.…”
mentioning
confidence: 99%
“…Discussion so far surrounding the convergence of gaming, specifically mechanics in games, and gambling have been limited to loot boxes and gacha games. Discussions include, but are not limited to, their relation to problematic gambling severity [34], and impact on adolescent behaviours [36]. Our initial definitional analysis notably cannot speak to the actual psychological and behavioural effects of crypto-game play, and to what extent it approximates problem gambling.…”
Section: Limitationsmentioning
confidence: 95%