Many video games include purchasable loot boxes. Some games also allow players to earn loot boxes without spending money. The researchers examined gambling, gaming, and loot-box related harms between people who purchased loot boxes and those who earned them through game play. The researchers compared two samples of people who played Overwatch. One sample consisted of 135 people who bought loot boxes in the last four weeks. The other sample consisted of 117 players who earned loot boxes in the last four weeks. The researchers found that those who bought loot boxes experienced greater harms related to video-game spending. They also had greater risky loot box use, were more impulsive in the non-planning domain, and were more reactive towards loot box outcomes in terms of arousal and urge. But those who earned loot boxes had greater gambling-related harms, were more impulsive in the motor domain, and showed more emotional value to loot boxes. There were no differences in problem video-gaming between the two groups.