Is engaging with gambling-like video game rewards a risk factor for future gambling? Despite speculation, there are no direct experimental tests of this "gateway hypothesis". We test a mechanism that might support this pathway: the effects of engaging with gambling-like reward mechanisms on risk-taking. We tested the hypothesis that players exposed to gambling-like rewards (i.e., randomised rewards delivered via a loot box) would show increased risk-taking compared to players in fixed and no reward control conditions. 153 participants (M = 25) completed twenty minutes of gameplay-including exposure to one of the three reward conditions-before completing a gamified, online version of the Balloon Analogue Risk Task (BART). Self-reports of gambling and loot box engagement were collected via the Problem Gambling Severity Index, and Risky Loot-Box Index. Bayesian t-tests comparing BART scores across reward conditions provided moderate to strong evidence for a null effect of condition on risk-taking (BF = 4.05-10.64). Null effects were not moderated by players' problem gambling symptomatology. A Spearman correlation between past loot box engagement and self-reported gambling severity (r = 0.35) aligned with existing literature. Our data speak against a "gateway" hypothesis, but add support to the notion that problem gambling symptoms might make players vulnerable to overspending on loot boxes.
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http://dx.doi.org/10.1038/s41598-022-21222-3 | DOI Listing |
Cyberpsychol 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 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 PDFJ Behav Addict
October 2024
3School of Psychological Sciences, Birkbeck, University of London, United Kingdom.
Background And Aims: The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF).
Methods: A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting.
Results: Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide.
Acta 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.
View Article and Find Full Text PDFSci Rep
June 2024
School of Psychological Sciences, University of Tasmania, Launceston, Australia.
Microtransactions provide optional, virtual, video game goods that, for an additional cost to the player, provide additional game content and alter the gameplay experience. Loot boxes-a specific form of microtransaction-offer randomised rewards in exchange for payment, and are argued to be structurally and psychologically similar to gambling. Nascent research suggests that a link exists between autism and both problematic gaming and problematic gambling.
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