Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study
Покупки лутбоксов и их связь с расстройством интернет-игровой зависимости и расстройством онлайн-азартных игр у подростков: проспективное исследование
2023-01-30
SCID: 54.1/853thvms
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Loot boxSpanish adolescentsadolescentsinternet gaming disorderlongitudinalloot box purchasesmicrotransactiononline gambling disorderprospective cohort studystability of purchasing
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Abstract (AI)
In recent years, the video game industry has introduced Loot Box (LB), a new type of microtransaction in which a gamer uses real currency to purchase a random virtual item within a video game. Recently, LBs became more widespread and there is evidence suggesting their similarity to online gambling. Although some studies have investigated the association between LBs with disordered gaming and disordered gambling, very few have done so with clinical indicators of these problems. Furthermore, to the best of our knowledge no longitudinal evidence of such relationships currently exists in the literature. Therefore, the present study aimed to 1) ascertain the stability of LB purchasing in minors and 2) investigate the associations between LB purchasing with gambling online and online gambling disorder within six months. A prospective cohort study was conducted at two time points six months apart. In total, 2.213 Spanish adolescents (1.067 [48.9%] boys) aged between 11 and 17 years participated in both waves. The purchase of LBs was prevalent and stable in the sample across the six months. While a positive relationship was found between purchasing LBs and online gambling six months later, the relationships between purchasing LBs and the presentation of online gambling disorder and gaming disorder require further study.
Key Findings
1
LB purchasing behavior was stable across a six-month period in this cohort.
2
Loot box (LB) purchasing among Spanish adolescents aged 11–17 was prevalent in the sample.
3
No clear longitudinal association was established between LB purchasing and later online gambling disorder or gaming disorder; further study is required.
4
Purchasing LBs at baseline was positively associated with engaging in online gambling six months later.
Research Object
Purchase of loot boxes by adolescents in video games
Research Subject
Relationship between adolescent loot box purchasing and subsequent online gambling behavior and online gambling disorder (and its association with internet gaming disorder) over six months
Publication Details
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2023-01-30
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