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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...

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Detalles Bibliográficos
Autores principales: Zendle, David, Meyer, Rachel, Over, Harriet
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
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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.
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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
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