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dc.contributor.authorClose, J
dc.contributor.authorSpicer, SG
dc.contributor.authorNicklin, LL
dc.contributor.authorUther, M
dc.contributor.authorWhalley, B
dc.contributor.authorFullwood, C
dc.contributor.authorParke, J
dc.contributor.authorLloyd, J
dc.contributor.authorLloyd, H
dc.date.accessioned2024-01-04T14:31:20Z
dc.date.available2024-01-04T14:31:20Z
dc.date.issued2023-12
dc.identifier.issn2054-5703
dc.identifier.issn2054-5703
dc.identifier.otherARTN 231045
dc.identifier.urihttps://pearl.plymouth.ac.uk/handle/10026.1/21872
dc.description.abstract

Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related ‘flow’ and specific ‘distraction and compulsion’ motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various ‘at risk’ cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.

dc.format.extent231045-
dc.format.mediumElectronic-eCollection
dc.languageen
dc.publisherThe Royal Society
dc.subjectloot boxes
dc.subjectvideo gaming
dc.subjectgambling
dc.subjectdigital harms
dc.subjectaddictive behaviours
dc.subjectwellbeing
dc.titleExploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses
dc.typejournal-article
dc.typeArticle
plymouth.author-urlhttps://www.ncbi.nlm.nih.gov/pubmed/38126068
plymouth.issue12
plymouth.volume10
plymouth.publisher-urlhttp://dx.doi.org/10.1098/rsos.231045
plymouth.publication-statusPublished
plymouth.journalRoyal Society Open Science
dc.identifier.doi10.1098/rsos.231045
plymouth.organisational-group|Plymouth
plymouth.organisational-group|Plymouth|Research Groups
plymouth.organisational-group|Plymouth|Faculty of Health
plymouth.organisational-group|Plymouth|REF 2021 Researchers by UoA
plymouth.organisational-group|Plymouth|Users by role
plymouth.organisational-group|Plymouth|Users by role|Academics
plymouth.organisational-group|Plymouth|REF 2021 Researchers by UoA|UoA04 Psychology, Psychiatry and Neuroscience
plymouth.organisational-group|Plymouth|Faculty of Health|Peninsula Medical School
plymouth.organisational-group|Plymouth|Research Groups|FoH - Community and Primary Care
plymouth.organisational-group|Plymouth|Research Groups|Plymouth Institute of Health and Care Research (PIHR)
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA|UoA02 Public Health, Health Services and Primary Care
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA|UoA04 Psychology, Psychiatry and Neuroscience
dc.publisher.placeEngland
dcterms.dateAccepted2023-11-27
dc.date.updated2024-01-04T14:31:15Z
dc.rights.embargodate2024-1-6
dc.identifier.eissn2054-5703
rioxxterms.versionofrecord10.1098/rsos.231045


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