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Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey

With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relations...

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Detalles Bibliográficos
Autores principales: Wardle, Heather, Zendle, David
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Mary Ann Liebert, Inc., publishers 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8064953/
https://www.ncbi.nlm.nih.gov/pubmed/33103911
http://dx.doi.org/10.1089/cyber.2020.0299
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author Wardle, Heather
Zendle, David
author_facet Wardle, Heather
Zendle, David
author_sort Wardle, Heather
collection PubMed
description With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16–24. Cross-sectional data were analyzed from wave 1 of the Emerging Adults Gambling Survey, an online survey of 3,549 people, aged 16–24. Data were weighted to reflect the age, sex, and regional profile of Great Britain. Measured included past-year purchase of loot boxes, engagement in 17 different forms of gambling (weekly, yearly, and weekly spend); and problem gambling status. Other covariates include impulsivity and sociodemographic status. Young adults who purchase loot boxes are more likely to be gamblers and experience problem gambling than others. In unadjusted regression models, the odds of problem gambling were 11.4 (95% confidence interval [CI] 7.6 to 16.9; p < 0.001) times higher among those who purchased loot boxes with their own money. This relationship attenuated but remained significant (odds ratio 4.5, 95% CI 2.6–7.9) when gambling participation, impulsivity, and sociodemographic factors were taken into account. The purchase of loot boxes was highly associated with problem gambling, the strength of this association being of similar magnitude to gambling online on casino games or slots. Young adults purchasing loot boxes within video games should be considered a high-risk group for the experience of gambling problems.
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spelling pubmed-80649532021-04-26 Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey Wardle, Heather Zendle, David Cyberpsychol Behav Soc Netw Original Articles With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16–24. Cross-sectional data were analyzed from wave 1 of the Emerging Adults Gambling Survey, an online survey of 3,549 people, aged 16–24. Data were weighted to reflect the age, sex, and regional profile of Great Britain. Measured included past-year purchase of loot boxes, engagement in 17 different forms of gambling (weekly, yearly, and weekly spend); and problem gambling status. Other covariates include impulsivity and sociodemographic status. Young adults who purchase loot boxes are more likely to be gamblers and experience problem gambling than others. In unadjusted regression models, the odds of problem gambling were 11.4 (95% confidence interval [CI] 7.6 to 16.9; p < 0.001) times higher among those who purchased loot boxes with their own money. This relationship attenuated but remained significant (odds ratio 4.5, 95% CI 2.6–7.9) when gambling participation, impulsivity, and sociodemographic factors were taken into account. The purchase of loot boxes was highly associated with problem gambling, the strength of this association being of similar magnitude to gambling online on casino games or slots. Young adults purchasing loot boxes within video games should be considered a high-risk group for the experience of gambling problems. Mary Ann Liebert, Inc., publishers 2021-04-01 2021-04-09 /pmc/articles/PMC8064953/ /pubmed/33103911 http://dx.doi.org/10.1089/cyber.2020.0299 Text en © Heather Wardle and David Zendle 2021; Published by Mary Ann Liebert, Inc. https://creativecommons.org/licenses/by/4.0/This Open Access article is distributed under the terms of the Creative Commons License [CC-BY] (http://creativecommons.org/licenses/by/4.0 (https://creativecommons.org/licenses/by/4.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Original Articles
Wardle, Heather
Zendle, David
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title_full Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title_fullStr Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title_full_unstemmed Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title_short Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
title_sort loot boxes, gambling, and problem gambling among young people: results from a cross-sectional online survey
topic Original Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8064953/
https://www.ncbi.nlm.nih.gov/pubmed/33103911
http://dx.doi.org/10.1089/cyber.2020.0299
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