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Gambling - Loot boxes People’s Republic of China survey

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Author(s): Xiao, Leon Y. ; Fraser, Tullia C. ; Newall, Philip W. S.

Publisher: Open Science Framework

Year Published: 2021

Date Added: August 04, 2021

Loot boxes are items in videos that can contain random rewards of varying value. They can be bought using real-world money. Previous studies in Western contexts have shown a link between loot box purchasing and problem gambling.

This peer-reviewed dataset contains the results of an online survey of video game players living in Mainland China (N=879). China requires video game companies to disclose the probability of loot box items being drawn. This informs players of their chances of obtaining certain items from loot boxes before purchasing them.

The researchers surveyed adults aged 18 years and over living in Mainland China who had played video games in the last 12 months. They excluded individuals living in Macau and Hong Kong as the disclosure regulations do not apply to those regions. The researchers focused on the following hypotheses:

  • They could replicate the link between loot boxes and problem gambling among people living in China.
  • Playing videos games will be linked with loot box spending.
  • Loot box spending will be linked to compulsive behaviours.

The researchers did not find a link between loot box spending and problem gambling. However, they did find links between playing video games and loot box spending. They also found links between loot box spending and impulsive behaviours. The researchers note that future loot box research should consider cultural contexts, consumer protection measures, and methodological choices.

The preprint for the accompanying paper is available here.


Citation: Xiao, L. Y., Fraser, T. C., & Newall, P. W. S. (2021). Gambling - Loot Boxes People’s Republic of China Survey. Open Science Framework. Available from: https://doi.org/10.17605/OSF.IO/AGBF4

DOI: https://doi.org/10.17605/OSF.IO/AGBF4

Keywords: consumer protection ; convergence ; culture ; gambling ; gambling and gaming ; gambling legislation ; gaming ; loot boxes ; regulation ; video games

Topics: Cultural Factors ; Information for Operators ; Information for Policy Makers

Conceptual Framework Factors:   Environment - Culture of Social Responsibility ; Environment - Socio-Political Environment ; Cultural - Socio-cultural Attitudes ; Cultural Factors ; Exposure - Convergence of Gaming and Gambling ; Gambling Environment ; Environment - Public Policy ; Gambling Exposure

Geographic Coverage: China

Study Population: Adults aged 18 years and older living in Mainland China who have played video games in the last 12 months

Sample Size: N = 879

Related Resources:
  • The link between loot boxes and problem gambling in Mainland China, and opinions regarding probability disclosures and pity-timers

Declaration:

Xiao was employed by LiveMe, a subsidiary of Cheetah Mobile as an in-house counsel intern from July to August 2019 in Beijing, People’s Republic of China. However, he was not involved with the monetisation of video games by Cheetah Mobile or its subsidiaries.

Fraser declares no conflict of interest.

Newall is a member of the Advisory Board for Safer Gambling, an advisory group of the UK Gambling Commission. He was also a special advisor to the House of Lords Select Committee Enquiry on the Social and Economic Impact of the Gambling Industry. In the last three years, Newall has received research funding from Clean Up Gambling. He has contributed to research projects funded by GambleAware, Gambling Research Australia, NSW Responsible Gambling Fund, and the Victorian Responsible Gambling Foundation. In 2019, He received travel and accommodation funding from the Spanish Federation of Rehabilitated Gamblers, and in 2020 received an open access fee grant from Gambling Research Exchange Ontario.

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