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Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games

Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that p...

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Autores principales: Drummond, Aaron, Hall, Lauren C., Sauer, James D.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9514709/
https://www.ncbi.nlm.nih.gov/pubmed/36167899
http://dx.doi.org/10.1038/s41598-022-20549-1
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author Drummond, Aaron
Hall, Lauren C.
Sauer, James D.
author_facet Drummond, Aaron
Hall, Lauren C.
Sauer, James D.
author_sort Drummond, Aaron
collection PubMed
description Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.
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spelling pubmed-95147092022-09-28 Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games Drummond, Aaron Hall, Lauren C. Sauer, James D. Sci Rep Article Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms. Nature Publishing Group UK 2022-09-27 /pmc/articles/PMC9514709/ /pubmed/36167899 http://dx.doi.org/10.1038/s41598-022-20549-1 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Drummond, Aaron
Hall, Lauren C.
Sauer, James D.
Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title_full Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title_fullStr Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title_full_unstemmed Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title_short Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
title_sort surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9514709/
https://www.ncbi.nlm.nih.gov/pubmed/36167899
http://dx.doi.org/10.1038/s41598-022-20549-1
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