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Do people who play video games refer to harms from their loot box use when they complete problem gambling screens?

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View Open Access Article View Snapshot Back to Search Results

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Author(s): Sidloski, Benjamin ; Brooks, Gabriel A. ; Zhang, Ke ; Clark, Luke

Journal: Addictive Behaviors

Year Published: 2022

Date Added: September 15, 2022

Loot boxes have been linked to problem gambling. One explanation is that loot boxes serve as a gateway to gambling. The second is that loot boxes attract people who have gambling problems when they play video games. The researchers tested a third possibility that people may refer to harms from their loot box use, rather than gambling, when they complete problem gambling screens, such as the Problem Gambling Severity Index (PGSI). They tested this idea using data from three online surveys. Among people who did not gamble, those who purchased loot boxes had higher rates of positive PGSI scores than those who did not. The researchers noted that some PGSI items are less relevant to loot box use, especially item 3 (loss chasing). However, they did not find any difference in the endorsement of this item among people who gambled and people who played video games, or between loot box users and non-users. The researchers concluded that the results provide partial support for their idea.


Citation: Sidloski, B., Brooks, G. A., Zhang, K., & Clark, L. (2022). Exploring the association between loot boxes and problem gambling: Are video gamers referring to loot boxes when they complete gambling screening tools? Addictive Behaviors, 131, 107318. https://doi.org/10.1016/j.addbeh.2022.107318

Article DOI: https://doi.org/10.1016/j.addbeh.2022.107318

Keywords: chasing ; financial harms ; gamblification ; gambling disorder ; loot boxes ; problem gambling ; Problem Gambling Severity Index (PGSI) ; psychometrics ; screening ; video games

Topics: Gambling Assessment

Conceptual Framework Factors:   Gambling Types ; Resources - Risk Assessment ; Psychological Factors ; Exposure - Convergence of Gaming and Gambling ; Gambling Exposure ; Gambling Resources

Study Design: Secondary Data Analysis

Study Population: Dataset 1: People who played video games and were familiar with loot boxes recruited via Amazon’s Mechanical Turk (n= 144) or from a Canadian university (n = 116). Dataset 2: People who reported gambling in the past year recruited via Amazon’s Mechanical Turk (n = 2278) Dataset 3: an open dataset available at OSF with a demographically representative UK sample (n = 1081).

Sampling Procedure: The researchers used secondary datasets from three cross-sectional online surveys.

Study Funding:

This study was supported by the core funding of the Centre for Gambling Research at UBC, which is supported by the Province of British Columbia government and the British Columbia Lottery Corporation.

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