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Buying loot boxes: Links with problem gambling, problem gaming, impulsive tendency, and mental health symptoms

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View Open Access Article View Snapshot Back to Search Results

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Author(s): Villalba-García, Cristina ; Griffiths, Mark D. ; Demetrovics, Zsolt ; Czakó, Andrea

Journal: Computers in Human Behavior

Year Published: 2025

Date Added: May 29, 2025

It has been suggested that buying loot boxes is similar to gambling. In this study, the researchers looked at the relationships between buying loot boxes, problem gambling, problem gaming, impulsivity, and mental health symptoms. In total, 1,836 adults who had played video games that involved opening loot boxes and/or had gambled in the past year were recruited from Reddit and Facebook. They completed an online survey.

Greater risky loot box buying was related to more severe problem gambling and problem gaming, as well as higher levels of impulsivity, depression, anxiety, and stress. The relationship between risky loot box buying and problem gambling was stronger for people with higher levels of anxiety and impulsivity. The relationship between risky loot box buying and problem gaming was stronger for people with higher levels of impulsivity, but weaker for people with higher levels of depression. The findings suggest that loot boxes share similarities (e.g., impulsivity, mental health symptoms) with other behavioural addictions, like gambling and gaming.


Citation: Villalba-García, C., Griffiths, M. D., Demetrovics, Z., & Czakó, A. (2025). The relationship between loot box buying, gambling, internet gaming, and mental health: Investigating the moderating effect of impulsivity, depression, anxiety, and stress. Computers in Human Behavior, 166, 108579. https://doi.org/10.1016/j.chb.2025.108579

Article DOI: https://doi.org/10.1016/j.chb.2025.108579

Keywords: anxiety ; behavioural addictions ; depression ; impulsivity ; loot boxes ; stress

Topics: Anxiety and Depression ; Comorbidities ; Impulsivity

Conceptual Framework Factors:   Psychological - Comorbid Disorders ; Psychological Factors ; Exposure - Convergence of Gaming and Gambling ; Gambling Exposure

Study Design: Descriptive: Survey

Geographic Coverage: Africa ; Asia ; Europe ; North America ; South America

Study Population: Adults who were native or fluent English speakers, had played videogames that involved opening loot boxes at least once in the past year, and/or had gambled at least once in the past year (n = 1,416).

Sampling Procedure: Participants were recruited through advertisements posted on Reddit and Facebook.

Study Funding:

This study was funded by the Hungarian National Research, Development and Innovation Office.

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