Loot Boxes, Gambling, and Problem Gambling Among Young People
Results from a Cross-Sectional Online Survey
Bibliographic Data
| ID | 22004181 |
|---|---|
| Authors | Heather Wardle (0000-0003-1361-3706, London School of Hygiene & Tropical Medicine, corresponding author), David Zendle (0000-0003-0279-6439, University of York) |
| Year | 2021 |
| Volume | 24 |
| Issue | 4 |
| Pages | 267-274 |
| Publication date | 2021-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1089/cyber.2020.0299 |
| PMID | 33103911 |
| OpenAlex | W3093809755 |
| Language | EN |
| Citations received | 38 |
| References cited | 25 |
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
Gaming the system
A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors
Gambling participation among Connecticut adolescents from 2007 to 2019
Internet gaming disorder and risky behaviours among Czech adolescents
It’s in the game’
Fair Play or Foul Play
Frequency of gambling, mental health, and financial stress among young adults
Games Without Frontiers
‘It Doesn’t Give Off the Gambling Vibes … It Just Feels Like a Part of the Game’
A longitudinal replication study testing migration from video game loot boxes to gambling in British Columbia, Canada
Response to the Regulation of Video Games under the Youth Media Protection Act
Reducing Problematic Loot-box Use with Self-control Intervention
How gacha gaming and life quality shape problem gambling risk
Are Today’s Gamers Tomorrow’s Gamblers? The Relationship Between Problem Gaming and Online Problem Gambling, and the Indirect Effect of Purchasing Loot Boxes’ Risk
How can the potential harms of loot boxes be minimised
Reserve your judgment on “Draconian” Chinese video gaming restrictions on children
Psychological mechanisms in video game monetization
Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation
Research trends and knowledge structure of youth gambling
Loot boxes in Spanish adolescents and young adults
Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents
The relationship between videogame micro-transactions and problem gaming and gambling
Problematic monetization in mobile games in the context of the human right to economic self-determination
Risky loot box behaviors and gambling disorder among Chinese adult purchasers
The relationship between loot box buying, gambling, internet gaming, and mental health
To screen, or not to screen
Videogame player experiences with micro-transactions
Impulsivity and loot box engagement
Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
Annual Research Review
Loot box purchasing is associated with gambling and problem gambling when controlling for known psychological risk factors of gambling
Beyond gambling
Digital geographies of home
The Motivations for Micro-Transactions Use Scale (MMUS)
Changing the Game
Loot boxes, problem gambling and problem video gaming
Digital Disregard
Children and Young People's Experiences and Understandings of Gambling-Style Systems in Digital Games
Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions
The place of impulsiveness in a dimensional system of personality description
Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder
On Chi-Squared Tests for Multiway Contingency Tables with Cell Proportions Estimated from Survey Data
Adolescents and loot boxes
Video game loot boxes are linked to problem gambling
New Data Sources in Social Science Research
Temperament and novelty seeking in adolescent substance use
Video game loot boxes are psychologically akin to gambling
| Unique citing works | 38 |
|---|---|
| Citations per year | 7,6 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 32 |