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.