2021
DOI: 10.1080/14459795.2021.1914705
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Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending

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Cited by 80 publications
(105 citation statements)
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References 42 publications
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“…Some authors claim that loot boxes introduce gambling elements into gaming and argue that they may act as a gateway to problematic gambling or that they could aggravate gambling or gaming-related harm [ 5 7 , 13 ]. Whether the excessive use of loot boxes is best conceptualized under the theoretical framework of problem gambling or problem/excessive gaming is also under debate [ 4 , 13 , 14 ]. A recent meta-analysis found a small but potentially clinically relevant relationship between gambling symptomatology and loot box spending.…”
Section: Introductionmentioning
confidence: 99%
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“…Some authors claim that loot boxes introduce gambling elements into gaming and argue that they may act as a gateway to problematic gambling or that they could aggravate gambling or gaming-related harm [ 5 7 , 13 ]. Whether the excessive use of loot boxes is best conceptualized under the theoretical framework of problem gambling or problem/excessive gaming is also under debate [ 4 , 13 , 14 ]. A recent meta-analysis found a small but potentially clinically relevant relationship between gambling symptomatology and loot box spending.…”
Section: Introductionmentioning
confidence: 99%
“…A recent meta-analysis found a small but potentially clinically relevant relationship between gambling symptomatology and loot box spending. It was also shown that this association was at least as large as that found between excessive gaming symptoms and loot box spending, suggesting the need for further research [ 14 ]. Some longitudinal studies have also pointed out that problematic gaming appears to be an entry behavior to problematic gambling [ 15 ].…”
Section: Introductionmentioning
confidence: 99%
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“…This encompasses Embedded-Embedded and Embedded-Isolated loot boxes under Nielsen and Grabarczyk's categorisation (2019). Further, loot box purchasing has been found to be positively correlated with problem gambling severity in more than a dozen empirical studies in Western countries [17], e.g., the US [18], Australasia [19], Denmark [20] and Germany [21]. Players with higher problem gambling severity tend to spend more money purchasing loot boxes [22].…”
Section: Potential Harms: Links With Problem Gamblingmentioning
confidence: 99%
“…This note makes three points in response and counterargues that any judgment and comments on whether these measures are 'effective' ought to be reserved until empirical evidence proves one way or the other. The PRC's policy is arguably neither potentially ineffective nor draconian, and indeed is arguably already benefiting underage PRC videogame players in at least one identifiable way: enhancing their consumer protection by effectively reducing their monetary spending on videogames, including specifically on randomised, gambling-like mechanics known as 'loot boxes' (Drummond et al, 2020;Drummond & Sauer, 2018;Xiao, Henderson, Nielsen, et al, 2021), which have been linked to problem gambling (Garea et al, 2021;Spicer et al, 2021;Zendle & Cairns, 2018).…”
Section: Introductionmentioning
confidence: 99%