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Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential f...

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Autores principales: Hall, Lauren C., Drummond, Aaron, Sauer, James D., Ferguson, Christopher J.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: PeerJ Inc. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7866886/
https://www.ncbi.nlm.nih.gov/pubmed/33604174
http://dx.doi.org/10.7717/peerj.10705
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author Hall, Lauren C.
Drummond, Aaron
Sauer, James D.
Ferguson, Christopher J.
author_facet Hall, Lauren C.
Drummond, Aaron
Sauer, James D.
Ferguson, Christopher J.
author_sort Hall, Lauren C.
collection PubMed
description COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.
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spelling pubmed-78668862021-02-17 Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment Hall, Lauren C. Drummond, Aaron Sauer, James D. Ferguson, Christopher J. PeerJ Psychiatry and Psychology COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic. PeerJ Inc. 2021-02-03 /pmc/articles/PMC7866886/ /pubmed/33604174 http://dx.doi.org/10.7717/peerj.10705 Text en ©2021 Hall et al. 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 Psychiatry and Psychology
Hall, Lauren C.
Drummond, Aaron
Sauer, James D.
Ferguson, Christopher J.
Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title_full Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title_fullStr Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title_full_unstemmed Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title_short Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
title_sort effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
topic Psychiatry and Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7866886/
https://www.ncbi.nlm.nih.gov/pubmed/33604174
http://dx.doi.org/10.7717/peerj.10705
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