Cargando…

Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia

BACKGROUND AND AIMS: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of lo...

Descripción completa

Detalles Bibliográficos
Autores principales: Rockloff, Matthew, Russell, Alex M.T., Greer, Nancy, Lole, Lisa, Hing, Nerilee, Browne, Matthew
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8969855/
https://www.ncbi.nlm.nih.gov/pubmed/33625382
http://dx.doi.org/10.1556/2006.2021.00007
_version_ 1784679346807504896
author Rockloff, Matthew
Russell, Alex M.T.
Greer, Nancy
Lole, Lisa
Hing, Nerilee
Browne, Matthew
author_facet Rockloff, Matthew
Russell, Alex M.T.
Greer, Nancy
Lole, Lisa
Hing, Nerilee
Browne, Matthew
author_sort Rockloff, Matthew
collection PubMed
description BACKGROUND AND AIMS: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm. METHODS: An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12–24), recruited by online panel aggregator, Qualtrics. RESULTS: Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18–24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18–24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12–17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems. DISCUSSION AND CONCLUSIONS: This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research.
format Online
Article
Text
id pubmed-8969855
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher Akadémiai Kiadó
record_format MEDLINE/PubMed
spelling pubmed-89698552022-04-11 Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia Rockloff, Matthew Russell, Alex M.T. Greer, Nancy Lole, Lisa Hing, Nerilee Browne, Matthew J Behav Addict Article BACKGROUND AND AIMS: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm. METHODS: An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12–24), recruited by online panel aggregator, Qualtrics. RESULTS: Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18–24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18–24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12–17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems. DISCUSSION AND CONCLUSIONS: This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research. Akadémiai Kiadó 2021-02-24 2021-04 /pmc/articles/PMC8969855/ /pubmed/33625382 http://dx.doi.org/10.1556/2006.2021.00007 Text en © 2021 The Author(s) https://creativecommons.org/licenses/by-nc/4.0/Open Access. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.
spellingShingle Article
Rockloff, Matthew
Russell, Alex M.T.
Greer, Nancy
Lole, Lisa
Hing, Nerilee
Browne, Matthew
Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title_full Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title_fullStr Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title_full_unstemmed Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title_short Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
title_sort young people who purchase loot boxes are more likely to have gambling problems: an online survey of adolescents and young adults living in nsw australia
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8969855/
https://www.ncbi.nlm.nih.gov/pubmed/33625382
http://dx.doi.org/10.1556/2006.2021.00007
work_keys_str_mv AT rockloffmatthew youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia
AT russellalexmt youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia
AT greernancy youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia
AT lolelisa youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia
AT hingnerilee youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia
AT brownematthew youngpeoplewhopurchaselootboxesaremorelikelytohavegamblingproblemsanonlinesurveyofadolescentsandyoungadultslivinginnswaustralia