Background: Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among child and adult population is uncertain, and there is still controversy over the nature of their relationship with problematic gaming and gambling.
Objectives: The aims of this scoping review are to summarize the characteristics and findings of published primary empirical studies about the prevalence of engagement with loot boxes and/or their relationship with problematic gaming and gambling, taking in account the type of sample, time frame and measured variables.
Methods: This study follows the Joanna Briggs Institute's "Guidance for conducting systematic scoping reviews" and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR). Three academic databases provided 299 articles.
Results: Sixteen primary empirical studies met the inclusion criteria for this review. All studies used cross-sectional designs, and most used convenience samples. Twelve study samples were comprised exclusively of gamers, and two were comprised of gamers and/or gamblers. Only six studies included adolescents. The annual prevalence rate of loot box purchases was higher for adult gamers than for adolescents (22.7%-44.2% and 20%-33.9%, respectively), but in studies with general population samples, the opposite was true (24.9% for players aged 13-14 versus 7.8% for adults). In general, the studies suggested a significant positive relationship between engagement with loot boxes and problematic gaming and gambling, but this may be related to the type of engagement (open/purchase/sell), and the characteristics of the study participants (male/female, adolescents/adults, gamers/gamers-gamblers/general population).
Conclusions: This scoping review summarizes the results of recent empirical studies on engagement with loot boxes and discusses how methodological issues may affect their results and interpretation. Recommendations for future research are also provided.
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http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0263177 | PLOS |
Front Psychol
November 2024
Department of Psychology, University of Cordoba, Cordoba, Spain.
Cognitive biases are associated with the beginning and maintenance of addictive behaviours. While these biases have been studied in gambling, they have yet to be thoroughly investigated in the context of loot boxes (LBs), largely because of the relatively recent emergence of this phenomenon. This study compared cognitive biases in problematic gamblers, non-problematic gamblers, LB purchasers, and free-LB openers.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
November 2024
Faculty of Psychology and Education Sciences, Alexandru Ioan Cuza University of Iași, Iași, Romania.
The present study aims to bridge the gap regarding the potential influence of problem gaming on problem gambling (PG) by examining the potential indirect effect of risky loot box use in this relationship. We also aim to examine these relationships in an understudied cultural context, that is, Eastern European, thus enlarging the current geographical scope of the research on problematic gaming and gambling. The research was conducted on a sample of 703 Romanians (56.
View Article and Find Full Text PDFJ Gambl Stud
October 2024
CRÍMINA Research Center for the Study and Prevention of Crime, Miguel Hernández University of Elche, Elche, Spain.
Most epidemiological surveys focus on adult gambling behaviors related to traditional gambling forms, while studies on novel forms often focus on loot boxes and cryptocurrency trading individually. This study examines the co-ocurrence of emergent gambling and gambling-like practices, analyzing the demographic and psychological characteristics of involved gamblers. A cross-sectional study surveyed 1429 Spanish individuals aged 18-65, using a web-based questionnaire.
View Article and Find Full Text PDFJMIR Serious Games
September 2024
Faculty of Psychology, Euskal Herriko Unibertsitatea (UPV/EHU), Donostia, Spain.
Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD).
View Article and Find Full Text PDFActa Psychol (Amst)
September 2024
Faculty of Psychology, University of the Basque Country (UPV/EHU), Avenida de Tolosa, 70, 20018 Donostia, Spain. Electronic address:
The use of loot boxes has been compared to gambling due to its random nature, with the consequent risk of being conceived as an ordinary activity implemented in the daily routine. One of the factors contributing to these gambling behaviors is exposure to gambling advertisements. It is essential to protect children and adolescents from prejudicial advertising, since due to their psycho-evolutionary development, advertising makes them impressionable and suggestible.
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