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Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes

Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewar...

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Detalles Bibliográficos
Autores principales: Larche, Chanel J., Chini, Katrina, Lee, Christopher, Dixon, Mike J., Fernandes, Myra
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882574/
https://www.ncbi.nlm.nih.gov/pubmed/31760581
http://dx.doi.org/10.1007/s10899-019-09913-5
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author Larche, Chanel J.
Chini, Katrina
Lee, Christopher
Dixon, Mike J.
Fernandes, Myra
author_facet Larche, Chanel J.
Chini, Katrina
Lee, Christopher
Dixon, Mike J.
Fernandes, Myra
author_sort Larche, Chanel J.
collection PubMed
description Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward reactivity for monetary rewards in slots play. Across two sets of experiments, we show that loot boxes containing rarer items are more valuable, arousing, rewarding and urge-inducing to players, similar to the way slots gamblers treat rare large wins in slots play. Importantly, we show in Experiment 2 that the duration of Post Reinforcement Pauses, an index of reward reactivity, are longer for boxes with rarer items. Boxes containing rarer rewards also trigger larger Skin Conductance Responses and larger force responses—indices of positive arousal. Findings of Experiment 2 also revealed that there was an increase in anticipatory arousal prior to the reveal of loot box rewards. Collectively, our results elucidate the structural similarities between loot boxes and specific gambling games. The fact that players find rarer game items hedonically rewarding and motivating has implications for potential risky or excessive loot box use for some players. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s10899-019-09913-5) contains supplementary material, which is available to authorized users.
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spelling pubmed-78825742021-02-25 Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes Larche, Chanel J. Chini, Katrina Lee, Christopher Dixon, Mike J. Fernandes, Myra J Gambl Stud Original Paper Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward reactivity for monetary rewards in slots play. Across two sets of experiments, we show that loot boxes containing rarer items are more valuable, arousing, rewarding and urge-inducing to players, similar to the way slots gamblers treat rare large wins in slots play. Importantly, we show in Experiment 2 that the duration of Post Reinforcement Pauses, an index of reward reactivity, are longer for boxes with rarer items. Boxes containing rarer rewards also trigger larger Skin Conductance Responses and larger force responses—indices of positive arousal. Findings of Experiment 2 also revealed that there was an increase in anticipatory arousal prior to the reveal of loot box rewards. Collectively, our results elucidate the structural similarities between loot boxes and specific gambling games. The fact that players find rarer game items hedonically rewarding and motivating has implications for potential risky or excessive loot box use for some players. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s10899-019-09913-5) contains supplementary material, which is available to authorized users. Springer US 2019-11-23 2021 /pmc/articles/PMC7882574/ /pubmed/31760581 http://dx.doi.org/10.1007/s10899-019-09913-5 Text en © The Author(s) 2019 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.
spellingShingle Original Paper
Larche, Chanel J.
Chini, Katrina
Lee, Christopher
Dixon, Mike J.
Fernandes, Myra
Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title_full Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title_fullStr Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title_full_unstemmed Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title_short Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
title_sort rare loot box rewards trigger larger arousal and reward responses, and greater urge to open more loot boxes
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882574/
https://www.ncbi.nlm.nih.gov/pubmed/31760581
http://dx.doi.org/10.1007/s10899-019-09913-5
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