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Loot boxes in video games have harmful potential

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Author(s): von Meduna, Marc ; Steinmetz, Fred ; Ante, Lennart ; Reynolds, Jennifer ; Fiedler, Ingo

Journal: Technology in Society

Year Published: 2020

Date Added: December 25, 2020

Loot boxes are virtual crates that contain random in-game items and can be purchased for real money. Loot boxes are a common component in Pay2Win games, which are games where players can spend money to gain an advantage over other players. This study looked at the characteristics of Pay2Win players who had purchased loot boxes compared to those who had not. The researchers recruited 6,000 German Internet users. Of these participants, 1,508 were Pay2Win players, of which 586 reported having purchased loot boxes in the past year. Loot box users tended to be younger and male. A high number (45.9%) of loot box users met the criteria for problem gambling. Two-thirds met the criteria for problem gaming. Younger age and lower level of education were associated with loot box use. Loot box use and frequency of purchase were associated with gambling problems. Taken together, loot box users may be at risk of experiencing gambling problems.


Citation: von Meduna, M., Steinmetz, F., Ante, L., Reynolds, J., & Fiedler, I. (2020). Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey. Technology in Society, 63, 101395. https://doi.org/10.1016/j.techsoc.2020.101395

Article DOI: https://doi.org/10.1016/j.techsoc.2020.101395

Keywords: game design ; loot boxes ; microtransactions ; online gaming ; problem gambling ; video games

Topics: Online Gambling

Conceptual Framework Factors:   Types - Structural Characteristics ; Exposure - Convergence of Gaming and Gambling ; Gambling Exposure

Study Design: Observational: Cross-sectional

Geographic Coverage: Germany

Study Population: N = 6,000 representative sample of Internet users. Of those, 1508 were users of Pay2Win games.

Sampling Procedure: Convenience sampling – The dataset was part of the larger e-GAMES (Electronic Gam(bl)ing: Multinational Empirical Surveys) that is currently underway in France, Italy, Switzerland, Poland, and Germany. The researchers focused on the German dataset which contained questions on loot boxes.

Study Funding:

No funding was received.

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