Cargando…
Adolescents and loot boxes: links with problem gambling and motivations for purchase
Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling i...
Autores principales: | , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2019
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6599795/ https://www.ncbi.nlm.nih.gov/pubmed/31312481 http://dx.doi.org/10.1098/rsos.190049 |
_version_ | 1783430997279244288 |
---|---|
author | Zendle, David Meyer, Rachel Over, Harriet |
author_facet | Zendle, David Meyer, Rachel Over, Harriet |
author_sort | Zendle, David |
collection | PubMed |
description | Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds (n = 1155) found evidence for such a link (η(2) = 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given. |
format | Online Article Text |
id | pubmed-6599795 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-65997952019-07-16 Adolescents and loot boxes: links with problem gambling and motivations for purchase Zendle, David Meyer, Rachel Over, Harriet R Soc Open Sci Psychology and Cognitive Neuroscience Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds (n = 1155) found evidence for such a link (η(2) = 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given. The Royal Society 2019-06-19 /pmc/articles/PMC6599795/ /pubmed/31312481 http://dx.doi.org/10.1098/rsos.190049 Text en © 2019 The Authors. http://creativecommons.org/licenses/by/4.0/ Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Psychology and Cognitive Neuroscience Zendle, David Meyer, Rachel Over, Harriet Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title | Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title_full | Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title_fullStr | Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title_full_unstemmed | Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title_short | Adolescents and loot boxes: links with problem gambling and motivations for purchase |
title_sort | adolescents and loot boxes: links with problem gambling and motivations for purchase |
topic | Psychology and Cognitive Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6599795/ https://www.ncbi.nlm.nih.gov/pubmed/31312481 http://dx.doi.org/10.1098/rsos.190049 |
work_keys_str_mv | AT zendledavid adolescentsandlootboxeslinkswithproblemgamblingandmotivationsforpurchase AT meyerrachel adolescentsandlootboxeslinkswithproblemgamblingandmotivationsforpurchase AT overharriet adolescentsandlootboxeslinkswithproblemgamblingandmotivationsforpurchase |