Cargando…

Loot box consumption by adolescents pre- and post- pandemic lockdown

Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate...

Descripción completa

Detalles Bibliográficos
Autores principales: DeCamp, Whitney, Daly, Kevin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: PeerJ Inc. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10158757/
https://www.ncbi.nlm.nih.gov/pubmed/37151299
http://dx.doi.org/10.7717/peerj.15287
_version_ 1785036998349684736
author DeCamp, Whitney
Daly, Kevin
author_facet DeCamp, Whitney
Daly, Kevin
author_sort DeCamp, Whitney
collection PubMed
description Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate of loot box purchasing in the general population, particularly during and following the COVID-19 pandemic lockdowns. This study uses data from representative samples of American youth to estimate prevalence rates for video game play and loot box consumption before the pandemic (2019) and after the pandemic lockdowns (2022) to examine whether the pandemic has affected loot box usage in the general population and among gamers. The results suggest that youth loot box consumption has increased, rising from 24.9% in 2019 to 31.6% in 2022 among 8th grade (age 13–14) youth. The increase over this time period was larger for girls, though boys are still more likely to purchase loot boxes overall.
format Online
Article
Text
id pubmed-10158757
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher PeerJ Inc.
record_format MEDLINE/PubMed
spelling pubmed-101587572023-05-05 Loot box consumption by adolescents pre- and post- pandemic lockdown DeCamp, Whitney Daly, Kevin PeerJ Pediatrics Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate of loot box purchasing in the general population, particularly during and following the COVID-19 pandemic lockdowns. This study uses data from representative samples of American youth to estimate prevalence rates for video game play and loot box consumption before the pandemic (2019) and after the pandemic lockdowns (2022) to examine whether the pandemic has affected loot box usage in the general population and among gamers. The results suggest that youth loot box consumption has increased, rising from 24.9% in 2019 to 31.6% in 2022 among 8th grade (age 13–14) youth. The increase over this time period was larger for girls, though boys are still more likely to purchase loot boxes overall. PeerJ Inc. 2023-05-01 /pmc/articles/PMC10158757/ /pubmed/37151299 http://dx.doi.org/10.7717/peerj.15287 Text en ©2023 DeCamp and Daly https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ) and either DOI or URL of the article must be cited.
spellingShingle Pediatrics
DeCamp, Whitney
Daly, Kevin
Loot box consumption by adolescents pre- and post- pandemic lockdown
title Loot box consumption by adolescents pre- and post- pandemic lockdown
title_full Loot box consumption by adolescents pre- and post- pandemic lockdown
title_fullStr Loot box consumption by adolescents pre- and post- pandemic lockdown
title_full_unstemmed Loot box consumption by adolescents pre- and post- pandemic lockdown
title_short Loot box consumption by adolescents pre- and post- pandemic lockdown
title_sort loot box consumption by adolescents pre- and post- pandemic lockdown
topic Pediatrics
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10158757/
https://www.ncbi.nlm.nih.gov/pubmed/37151299
http://dx.doi.org/10.7717/peerj.15287
work_keys_str_mv AT decampwhitney lootboxconsumptionbyadolescentspreandpostpandemiclockdown
AT dalykevin lootboxconsumptionbyadolescentspreandpostpandemiclockdown