47 research outputs found

    The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey

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    Loot boxes are digital containers of randomised rewards available in many video games.Due to similarities between some loot boxes and traditional forms of gambling, concernsregarding the relationship between spending on loot boxes in video games and symptomsof problematic gambling have been expressed by policy makers and the general public. Wepresent the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics’ Survey Targeting service from abroad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n =323), and the United States (n = 387). Participants answered a survey assessing problemgambling, problem gaming symptomology, and how much they spent on loot boxes permonth. On average, individuals with problem gambling issues spent approximately $13USD per month more on loot boxes than those with no such symptoms. Loot box spendingwas also associated with both positive and negative moods, albeit with small effect sizes.Analyses showed both interactions and correlations between problematic gambling andproblematic gaming symptoms, indicating both some commonality in the mechanismsunderlying, and independent contributions made by, these proposed diagnostic criteria.These results provide context for dialogues regarding how best to reduce the impacts of lootbox spending among those with problematic gambling symptoms

    Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win.

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    Loot boxes are items in video games that may be bought with real-world money but contain randomised contents. Due to similarities between loot boxes and gambling, various countries are considering regulating them to reduce gambling-related harm. However, loot boxes are extremely diverse. A key problem facing regulators is determining whether specific types of loot boxes carry more potential for harm, and should be regulated accordingly. In this study, we specify seven key ways that loot boxes may differ from each other: They may involve paid or unpaid openings; give opportunities for cashing out; allow gamers to pay to win; involve the use of an in-game currency; feature crate and key mechanics; show near misses; and contain exclusive items. We then use a large-scale preregistered correlational analysis (n = 1200) to determine if any of these features strengthen the link between loot box spending and problem gambling. Our results indicate that being able to cash out, showing near-misses, and letting players use in-game currency to buy loot boxes may weakly strengthen the relationship between loot box spending and problem gambling. However, our main conclusion is that regardless of the presence or absence of specific features of loot boxes, if they are being sold to players for real-world money, then their purchase is linked to problem gambling

    The prevalence of loot boxes in mobile and desktop games

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    Background and Aims Loot boxes are items in video games that may be bought for real-world money but provide randomized rewards. Formal similarities between loot boxes and gambling have led to concerns that they may provide a ‘gateway’ to gambling amongst children. However, the availability of loot boxes is unclear. This study aimed to determine what proportion of top-grossing video games contained loot boxes, and how many of those games were available to children. Design, setting and cases Survey of the 100 top-grossing games on both the Google Play store and the Apple App store, and the top 50 most-played games on Steam according to the data aggregator SteamSpy. Measurements The prevalence of loot boxes was measured for each platform outlined above, split by age rating. Findings A total of 58.0%of the top games on the Google Play store contained loot boxes, 59.0%of the top iPhone games contained loot boxes and 36.0% of the top games on the Steamstore contained loot boxes; 93.1% of the Android games that featured loot boxes and 94.9% of the iPhone games that featured loot boxes were deemed suitable for children aged 12+. Age ratings were more conservative for desktop games. Only 38.8% of desktop games that featured loot boxes were available to children aged 12+. Conclusions Loot boxes appear to be prevalent in video games that are deemed suitable for children, especially on mobile platforms

    Gambling and experiences with spending money in games – children from state schools across the UK

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    In partnership with WHYSUP and Teen Tips, EPIC Risk Management delivered testimonial education seminars aimed to educate children across the UK on the potential harms of gambling and gambling in gaming. Using an online survey, the organisation investigated their gambling experiences and motivations, views and experiences with gaming and spending money on in-game purchases. The seminar was delivered to 84 state schools across the UK, reaching 13,821 pupils, of which 2,393 completed the survey between August 2021 and July 2022. The survey results show that 29% of respondents participated in loot boxes/skins betting and that 38% believe spending money on in-game items is harmful. 21% reported to have gambled in the past 12 months, 1.2% classified as at risk of developing a gambling problem, and 1.1% suffered problems with gambling. More than half of those at risk/suffering problems with gambling reported having also participated in skins betting/loot boxes in the past 12 months. Those who spent money on in-game items were said to have experienced both negative and positive experiences. Negative experiences include arguments with family and losing pocket money. The average amount spent on in-game items in the past month was £39.81, and the most significant amount was £2,200

    Habitus, Capital, and Distinction: Capital Control Strategy Through the Practice of Virtual Commodity Microtransactions in Online Games

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    This research article aims to understand how capital control strategies are carried out by players in online video games through the practice of virtual commodity microtransactions. The research was carried out using a qualitative approach and literature review as a method for presenting the reality related to social interactions in online video games and microtransactions practices. The reality discovered through the literature review process is then analyzed based on the postmodernism perspective of Pierre Bourdieu regarding habitus, economic capital, social capital, symbolic capital, and distinction. The results of the study show that online video game players practice virtual commodity microtransactions as a capital control strategy. The players also convert capital forms according to their tastes and desires. Judgment of tastes in the context of online video games arises from the formation of virtual social classes based on capital ownership among the players. The practice of microtransactions then becomes a capital control strategy for players to climb the virtual social hierarchy or maintain their position
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