Loot box spending in video games is linked to problem gambling severity

Author(s):  
David Zendle ◽  
Paul Cairns

Loot boxes are items in video games that contain randomised contents and can be purchased with real-world money. Similarities between loot boxes and forms of gambling have led to questions about their legal status, and whether they should be regulated as gambling. Previous research has suggested a link between the amount that gamers spend on loot boxes and their problem gambling: The more individuals spent on loot boxes, the more severe their problem gambling. However, the generalisability of prior work may be limited by both the self-selected nature of the sample under test, and the fact that participants were aware of the study’s aims.A large-scale survey of gamers (n=1,172) was undertaken to determine if this link remained when these limitations of previous work were taken into account. These gamers did not self-select into a loot box study and were not aware of the study’s aims. This study found similar evidence for a link (η2 = 0.051) between the amount that gamers spent on loot boxes and the severity of their problem gambling. Previous research strongly suggested both the size and the direction of link between loot box use and problem gambling. This paper provides further support for this link. These results suggest either that loot boxes act as a gateway to problem gambling, or that individuals with gambling problems are drawn to spend more on loot boxes. In either case, we believe that these results suggest there is good reason to regulate loot boxes.

2018 ◽  
Author(s):  
David Zendle ◽  
Paul Cairns

Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community that similarities between loot boxes and gambling may lead to increases in problem gambling amongst gamers. A large-scale survey of gamers (n=7,422) found evidence for a link (η2 = 0.069) between the amount that gamers spent on loot boxes and the severity of their problem gambling. There were strong differences in the amount spent by problem gamblers and non-problem gamblers (η2 = 0.377). It is unclear from this study whether buying loot boxes acts as a gateway to problem gambling, or whether spending large amounts of money on loot boxes appeals more to problem gamblers. However, in either case these results suggest that there is good reason to regulate loot boxes in games.


2019 ◽  
Vol 6 (6) ◽  
pp. 190049 ◽  
Author(s):  
David Zendle ◽  
Rachel Meyer ◽  
Harriet Over

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.


2019 ◽  
Author(s):  
David Zendle ◽  
Rachel Meyer ◽  
Harriet Over

Loot boxes are items in video games that can be paid for with real-world money but contain randomised 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 adolescents (n=1155) found evidence for such a link (η2 = 0.120). The link between loot box spending and problem gambling amongst adolescents was more than twice as strong as the relationship observed in adults. Qualitative analysis of text data showed that adolescents 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 literally cause problem gambling amongst adolescents or allow game companies to profit from problem gambling amongst adolescents for massive monetary rewards. In either case, these results suggest that regulation is appropriate.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2015 ◽  
Vol 207 (4) ◽  
pp. 328-333 ◽  
Author(s):  
Lisa Jones ◽  
Alice Metcalf ◽  
Katherine Gordon-Smith ◽  
Liz Forty ◽  
Amy Perry ◽  
...  

BackgroundNorth American studies show bipolar disorder is associated with elevated rates of problem gambling; however, little is known about rates in the different presentations of bipolar illness.AimsTo determine the prevalence and distribution of problem gambling in people with bipolar disorder in the UK.MethodThe Problem Gambling Severity Index was used to measure gambling problems in 635 participants with bipolar disorder.ResultsModerate to severe gambling problems were four times higher in people with bipolar disorder than in the general population, and were associated with type 2 disorder (OR = 1.74, P = 0.036), history of suicidal ideation or attempt (OR = 3.44, P = 0.02) and rapid cycling (OR = 2.63, P = 0.008).ConclusionsApproximately 1 in 10 patients with bipolar disorder may be at moderate to severe risk of problem gambling, possibly associated with suicidal behaviour and a rapid cycling course. Elevated rates of gambling problems in type 2 disorder highlight the probable significance of modest but unstable mood disturbance in the development and maintenance of such problems.


2019 ◽  
Vol 42 ◽  
Author(s):  
Nerilee Hing ◽  
Alex MT Russell ◽  
Anna Thomas ◽  
Rebecca Jenkinson

A major obstacle to understanding how expenditure varies amongst people who gamble is the difficulty of obtaining accurate expenditure data from individual gamblers. To overcome the shortcomings of retrospective self-reports, this study used a prospective ecological momentary assessment (EMA) design to capture these data every 24/48 hours. It aimed to examine 1) demographic, psychological, behavioural and contextual characteristics of high-spending sports and race bettors, and 2) the relationship between betting outlay and problem gambling severity. A baseline survey was completed by 320 regular sports bettors and 402 regular race bettors, followed by 15 EMA surveys over three non-consecutive weeks. Higher spending bettors were more likely to: be male, place more of their bets online, have higher disposable incomes, have commenced betting at a younger age, have more accounts with betting operators, and bet when affected by alcohol. The analyses confirmed the strong link between problem gambling severity and financial outlay on betting. Regular sports bettors experiencing gambling problems spent four times more, and those at moderate-risk spent three times more, than their non-problem gambling counterparts. Regular race bettors experiencing gambling problems spent three times more, and those at moderate-risk spent twice as much, as the non-problem gambling race bettors. These results suggest that regulatory and other initiatives that help bettors to limit or reduce their financial outlay on betting should be central to harm minimisation efforts, in order to reduce the growing number of bettors experiencing gambling problems and harm. Résumé Un des principaux obstacles à la compréhension de la variation des dépenses entre les joueurs est la difficulté d’obtenir des données précises sur les dépenses de la part de joueurs individuels. Pour pallier les faiblesses d’auto-évaluations rétrospectives, cette étude visait à utiliser un modèle d’évaluation écologique momentanée (EMA) prospective pour saisir ces données toutes les 24 à 48 heures, afin d’examiner 1) les caractéristiques démographiques, psychologiques, comportementales et contextuelles de gros parieurs de course et de paris sportifs et 2) la relation entre les dépenses de paris et la gravité du jeu problématique. Une enquête initiale a été réalisée auprès de 320 parieurs sportifs et de 402 parieurs de course réguliers, suivie de 15 sondages EMA sur trois semaines non consécutives. Les plus gros parieurs étaient plus susceptibles de: placer davantage de paris en ligne, d’avoir un revenu disponible plus élevé, d’avoir commencé à parier à un plus jeune âge, d’avoir davantage de comptes auprès d’opérateurs de paris et de parier sous l’influence de l’alcool. Les analyses ont confirmé le lien étroit qui existe entre la gravité du jeu problématique et les dépenses financières consacrées aux paris. Les parieurs sportifs réguliers aux prises avec des problèmes de jeu dépensaient quatre fois plus et ceux à risque modéré, trois fois plus, que leurs homologues sans problème de jeu. Les parieurs de course réguliers aux prises avec des problèmes de jeu dépensaient trois fois plus et ceux à risque modéré, deux fois plus, que leurs homologues sans problème de jeu. Ces résultats laissent entrevoir que les initiatives réglementaires et autres initiatives qui aident les parieurs à limiter ou à réduire leurs dépenses en paris devraient être au cœur des efforts de minimisation des préjudices, afin de réduire le nombre croissant de parieurs ayant des problèmes de jeu et de préjudices.


2015 ◽  
pp. 5 ◽  
Author(s):  
Megan M. Short ◽  
Alexander M. Penney ◽  
Dwight Mazmanian ◽  
John Jamieson

Lottery gambling is the most common form of gambling in Canada, and lottery tickets and instant win tickets are the most frequently played games. Differences between lottery ticket gambling and instant win ticket gambling were examined by using a large-scale Canadian data set (N = 25,780). Lottery ticket gambling was associated with being older, male, and married, whereas instant win ticket gambling was associated with lower levels of education. Frequency of instant win ticket gambling predicted greater problem gambling severity and participating in more gambling activities independent of demographic variables and lottery ticket gambling. In comparison, frequency of lottery ticket gambling did not predict problem gambling severity or the number of gambling activities independent of demographic variables and instant win ticket gambling. Neither lottery game was related to mental health disorders or substance use. These findings provide converging evidence suggesting that different lottery games may attract distinct types of Canadian gamblers.


2011 ◽  
Vol 26 (S2) ◽  
pp. 1911-1911
Author(s):  
T.-L. MacKay ◽  
D. Hodgins ◽  
N. Bard ◽  
M. Bowling

Addictive disorders are being increasingly influenced by technology and one of the most recent developments is for gamblers to access games via the Internet. Prevalence data show that up to 10% of the population gamble online and studies have consistently indicated that Internet gamblers are particularly susceptible to developing gambling problems. Therefore, the purpose of this study was to explore differences between Internet and non-Internet gamblers to help determine why online gamblers are more likely to have gambling problems. Three hundred and seventy four participants (143 online gamblers, 172 males) from a large Canadian university completed an online questionnaire to investigate demographic, medium-related, comorbid psychological and cognitive factors with strong empirical support for contributing to problem gambling severity. Variables that significantly differentiated Internet and non-Internet gamblers in a univariate analyses were entered into a logistic regression to predict online gambling. A test of the full model was statistically significant, correctly classifying 77% of gamblers (64% of Internet gamblers and 85% of non-Internet gamblers). Cognitive distortions made an independent contribution to predicting Internet gamblers from those that had never wagered online. A hierarchical linear regression analysis revealed that cognitive distortions added significantly to problem gambling severity among online gamblers after controlling for other contributing variables. The findings have implications for clinicians working with Internet gamblers to specifically address thoughts related to luck, perseverance and illusion of control. As gambling technologies change and evolve, research needs to inform practice by identifying possible causal factors contributing to problem severity.


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