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Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers
BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming. W...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
John Wiley and Sons Inc.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9543851/ https://www.ncbi.nlm.nih.gov/pubmed/35129238 http://dx.doi.org/10.1111/add.15837 |
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author | Close, James Spicer, Stuart Gordon Nicklin, Laura Louise Lloyd, Joanne Lloyd, Helen |
author_facet | Close, James Spicer, Stuart Gordon Nicklin, Laura Louise Lloyd, Joanne Lloyd, Helen |
author_sort | Close, James |
collection | PubMed |
description | BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming. We aimed to measure the association between loot box engagement and socioeconomic correlates. DESIGN: The study was a cross‐sectional online survey using the recruitment platform, Prolific. SETTING: United Kingdom (UK). PARTICIPANTS: A cohort of 16 196 UK adults (18 + years) self‐reporting as video gamers. MEASUREMENTS: Respondents were asked about their game‐related purchasing behaviour (including loot boxes), recent monthly spend on loot boxes and gambling engagement (gambling in any form; gambling online; playing ‘social casino’ games). A range of demographic variables were simultaneously captured, including age, sex, ethnicity, earnings, employment and educational attainment. FINDINGS: Overall, 17.16% of gamers in our cohort purchased loot boxes, with a mean self‐reported monthly spend of £29.12. These loot box purchasers are more likely to gamble (45.97% gamble) than people who make other types of game‐related purchases (on aggregate, 28.13% of non‐loot box purchasers gamble), and even greater still than those who do not make any game related purchases (24.38% gamble P < 0.001). Loot box engagement (as binary yes/no or as monthly spend normalised to earnings) was significantly associated with younger age (P < 0.001 and P < 0.001; respectively, for binary yes/no and monthly spend, adjusted for false discovery rate correction), male sex (P < 0.001 and P = 0.025), non‐university educational attainment (P < 0.001 and P < 0.001) and unemployment (P = 0.003 and P = < 0.001). Lower earners spent a higher proportion of monthly earnings on loot boxes (P < 0.001). CONCLUSIONS: The demographic associations of video game loot box engagement (younger age, male sex, non‐university educational attainment and unemployment) mirror those of other addictive and problematic behaviours, including disordered gambling, drug and alcohol misuse. |
format | Online Article Text |
id | pubmed-9543851 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | John Wiley and Sons Inc. |
record_format | MEDLINE/PubMed |
spelling | pubmed-95438512022-10-14 Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers Close, James Spicer, Stuart Gordon Nicklin, Laura Louise Lloyd, Joanne Lloyd, Helen Addiction Short Reports BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming. We aimed to measure the association between loot box engagement and socioeconomic correlates. DESIGN: The study was a cross‐sectional online survey using the recruitment platform, Prolific. SETTING: United Kingdom (UK). PARTICIPANTS: A cohort of 16 196 UK adults (18 + years) self‐reporting as video gamers. MEASUREMENTS: Respondents were asked about their game‐related purchasing behaviour (including loot boxes), recent monthly spend on loot boxes and gambling engagement (gambling in any form; gambling online; playing ‘social casino’ games). A range of demographic variables were simultaneously captured, including age, sex, ethnicity, earnings, employment and educational attainment. FINDINGS: Overall, 17.16% of gamers in our cohort purchased loot boxes, with a mean self‐reported monthly spend of £29.12. These loot box purchasers are more likely to gamble (45.97% gamble) than people who make other types of game‐related purchases (on aggregate, 28.13% of non‐loot box purchasers gamble), and even greater still than those who do not make any game related purchases (24.38% gamble P < 0.001). Loot box engagement (as binary yes/no or as monthly spend normalised to earnings) was significantly associated with younger age (P < 0.001 and P < 0.001; respectively, for binary yes/no and monthly spend, adjusted for false discovery rate correction), male sex (P < 0.001 and P = 0.025), non‐university educational attainment (P < 0.001 and P < 0.001) and unemployment (P = 0.003 and P = < 0.001). Lower earners spent a higher proportion of monthly earnings on loot boxes (P < 0.001). CONCLUSIONS: The demographic associations of video game loot box engagement (younger age, male sex, non‐university educational attainment and unemployment) mirror those of other addictive and problematic behaviours, including disordered gambling, drug and alcohol misuse. John Wiley and Sons Inc. 2022-02-22 2022-08 /pmc/articles/PMC9543851/ /pubmed/35129238 http://dx.doi.org/10.1111/add.15837 Text en © 2022 The Authors. Addiction published by John Wiley & Sons Ltd on behalf of Society for the Study of Addiction. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the terms of the http://creativecommons.org/licenses/by-nc-nd/4.0/ (https://creativecommons.org/licenses/by-nc-nd/4.0/) License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non‐commercial and no modifications or adaptations are made. |
spellingShingle | Short Reports Close, James Spicer, Stuart Gordon Nicklin, Laura Louise Lloyd, Joanne Lloyd, Helen Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title | Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title_full | Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title_fullStr | Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title_full_unstemmed | Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title_short | Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers |
title_sort | loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 united kingdom gamers |
topic | Short Reports |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9543851/ https://www.ncbi.nlm.nih.gov/pubmed/35129238 http://dx.doi.org/10.1111/add.15837 |
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