Abstract

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.

Highlights

  • COVID-19 has prompted widespread non-pharmaceutical public health interventions including self-isolation and citywide lockdowns (Lewnard & Lo, 2020)

  • We found no evidence of differences in spending on loot boxes between participants in self-isolation/quarantine (M = $3.15 USD, SD = $11.38 USD) and those not (M = $2.86 USD, SD = $11.56 USD), t (1,133) = 0.42, p = .678, d = 0.02

  • We investigated whether self-isolation or quarantine, or contamination concerns were associated with greater excessive gaming, loot box spending or psychological distress

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Summary

Introduction

COVID-19 has prompted widespread non-pharmaceutical public health interventions including self-isolation and citywide lockdowns (Lewnard & Lo, 2020). These measures have many advantages, including a substantial flattening of the disease curve, they may have unintended maladaptive consequences. Self-isolation and quarantine has substantially reduced access to safe and legal social activities. To encourage stay-at-home social activities, the World Health Organisation (WHO) recently partnered with 58 major video game companies to launch the #PlayApartTogether campaign, encouraging people to stay at home and play video games during the pandemic (Takahasi, 2020); despite having codified gaming disorder into their international classification of disease codes in 2018 (World Health Organization, 2018)

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