Abstract
Loot boxes (randomised rewards in video games) possess structural similarities to traditional forms of gambling, with a well-documented and robust link between problem gambling symptomatology and loot box spending. In this research, we present two studies investigating the role of impulsivity (an established predictor for problem gambling behaviour) and reward/punishment sensitivity in predicting loot box spending. Across two samples, recruited from MTurk (n = 342) and Prolific Academic (n = 1142), Positive Urgency and Sensation Seeking (measured using the short UPPS-P) and BAS-Drive (measured using the BIS/BAS) were positively correlated with loot box spending. Combined, results indicate a positive reinforcement process is important in understanding loot box spending but provide evidence against a negative reinforcement mechanism (i.e., purchasing loot boxes to mitigate negative affect). Beyond problem gambling symptomatology, impulsivity may play a role in loot box purchasing. However, the impulsive factors implicated in loot box purchasing appear to differ in some ways from those implicated in problem gambling.
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