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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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
PeerJ Inc.
2023
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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 |
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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 |
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