Abstract
Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds (n = 1155) found evidence for such a link (η2 = 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given.
Highlights
The strength of this link was almost four times smaller than the strength of the association between problem gambling and loot box spending observed in our earlier confirmatory analysis: p, 0.001, Spearman’s r 1⁄4 0.180, equivalent to h2 1⁄4 0.032
The more money that older adolescents spent on loot boxes, the greater their problem gambling severity
Problem gambling and loot box spending were linked by an association of magnitude h2 1⁄4 0.120: more than twice as strong as the relationship seen recently in a recruited adult population
Summary
Loot boxes are a relatively new way for players to spend money in video games. Loot boxes have mushroomed from a relatively obscure and unknown in-game mechanism to an industry that is predicted to generate up to $30 billion in 2018 alone [1]. There is concern among both regulators and researchers that spending money on loot boxes may be linked to gambling-related harm among both adults and children.
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