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Loot Boxes, Gambling, and Problem Gambling Among Young People

Results from a Cross-Sectional Online Survey

Bibliographic Data

ID22004181
AuthorsHeather Wardle (0000-0003-1361-3706, London School of Hygiene & Tropical Medicine, corresponding author), David Zendle (0000-0003-0279-6439, University of York)
Year2021
Volume24
Issue4
Pages267-274
Publication date2021-04-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueCyberpsychology Behavior and Social Networking (JOURNAL)
Journal identifiersISSN: 2152-2715 • E-ISSN: 2152-2723
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1089/cyber.2020.0299
PMID33103911
OpenAlexW3093809755
LanguageEN
Citations received38
References cited25

With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16–24. Cross-sectional data were analyzed from wave 1 of the Emerging Adults Gambling Survey, an online survey of 3,549 people, aged 16–24. Data were weighted to reflect the age, sex, and regional profile of Great Britain. Measured included past-year purchase of loot boxes, engagement in 17 different forms of gambling (weekly, yearly, and weekly spend); and problem gambling status. Other covariates include impulsivity and sociodemographic status. Young adults who purchase loot boxes are more likely to be gamblers and experience problem gambling than others. In unadjusted regression models, the odds of problem gambling were 11.4 (95% confidence interval [CI] 7.6 to 16.9; p

Addiction · Confidence interval · Cross-sectional study · Developmental psychology · Gambling disorder · Impulsivity · Logistic regression · Odds · Odds ratio · Psychiatry · Purchasing · Sociology · Young adult · Demography · Gambling Behavior and Treatments · Medicine · Psychology · Sexuality, Behavior, and Technology · Social Psychology · Marketing

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Unique citing works38
Citations per year7,6
Citation span2021 - 2026 (6)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 32

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