Loot boxes are a feature of video games, where in-game items are acquired through game play or by purchasing with money. There are concerns that loot boxes are a form of gambling, as their content is unknown until after purchase. The aim of this study was to examine the psychometric properties of an instrument that assesses risky loot box behaviours, the Risky Loot Box Index (RLI). The researchers recruited Swedish adults who had gambled on sports or e-sports, or were members of an e-sports forum on Facebook. Participants completed an online survey that included the RLI and the Problem Gambling Severity Index. The researchers’ analyses showed that a revised version of the RLI fit the data best. Their revised version of the RLI included seven items that were captured by two overarching factors. The two factors were time spent acquiring loot boxes and money spent on loot boxes. People who spent more money on loot boxes also had more symptoms of problematic gambling.