2022
DOI: 10.3389/fpsyg.2022.1009129
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Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy

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 prob… Show more

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Cited by 9 publications
(7 citation statements)
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“… 87 Adolescent males may use coping mechanisms with less potential for a hospital visit, such as avoidance or distraction with video games, 88 , 89 or reward-seeking behaviour with gambling. 90 , 91 …”
Section: Discussionmentioning
confidence: 99%
“… 87 Adolescent males may use coping mechanisms with less potential for a hospital visit, such as avoidance or distraction with video games, 88 , 89 or reward-seeking behaviour with gambling. 90 , 91 …”
Section: Discussionmentioning
confidence: 99%
“…Prevention strategies, such as education and parental involvement, can also be effective in reducing the prevalence of adolescent gambling addiction. Future research should also evaluate the long-term effects of the recent COVID-19 pandemic on adolescents' and young adults' mental health [50,51] and on the increased risk of developing addictive behaviors such as gambling [52].…”
Section: Discussionmentioning
confidence: 99%
“…One possibility is that higher user engagement for loot compared to non-loot box content is linked to the gambling-like properties of loot boxes. Loot boxes are designed to keep players involved and investing money in a game and promote greater involvement in video games (Primi et al, 2022,). Thereby, potentially harmful content is incorporated into games in order to generate revenue.…”
Section: Discussionmentioning
confidence: 99%
“…Further, time and money spent on loot boxes are correlated with problematic gambling behaviour and maladaptive gambling-related beliefs (Brooks & Clark, 2019). The use of loot boxes appears to influence the frequency of video gaming and gambling, and loot boxes pose a risk of developing symptoms of problem gambling by promoting greater involvement in video games (Primi et al, 2022). A recent study reports loot box use to be a strong predictor of initiating gambling behaviour (Brooks & Clark, 2023).…”
Section: Introductionmentioning
confidence: 99%