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.