Loot boxes use as a new form of gambling within video games/El consumo de loot boxes como una nueva forma de azar en los videojuegos

Loot boxes are items within video games which players pay to open and, ultimately to randomly obtain an object whose value is initially unknown. Being easily accessible for both teenagers and adults, loot boxes have been associated with gambling. The purpose of this study was to explore the use of l...

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Veröffentlicht in:Adicciones (Palma de Mallorca) 2023-12, Vol.34 (4), p.407
Hauptverfasser: Sanmartin, Francisco Javier, Cuadrado, Fatima, Larriva, Victoria De, Galvez-Lara, Mario, Moriana, Juan Antonio, Velasco, Judith
Format: Artikel
Sprache:eng
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Zusammenfassung:Loot boxes are items within video games which players pay to open and, ultimately to randomly obtain an object whose value is initially unknown. Being easily accessible for both teenagers and adults, loot boxes have been associated with gambling. The purpose of this study was to explore the use of loot boxes and to analyze whether it is associated with guilt, loss of control, and emotional distress. To this end, 475 participants (266 adolescents and 209 adults) were surveyed on their habits regarding loot boxes and gaming. The results showed that teenagers invest more money in loot boxes than adults. This expenditure increases when a new item is announced on online platforms (Twitch, YouTube). Additionally, not obtaining the coveted items. which is common due to loot box randomness, predicts greater levels of guilt and emotional distress, while obtaining them predicts subsequent loss of control. Thus, 45.5% reported guilt over purchasing, 50% distress and 17% loss of control. Summarizing, loot boxes are increasingly present in video games, and owing to their psycho-emotional outcomes, it is necessary for future research to address this matter in order to develop prevention strategies and to provide support to vulnerable populations. Keywords: loot boxes, problematic gambling, video games, adicction, gambling Las loot boxes son cajas dentro de los videojuegos que los usuarios pagan por abrir y obtener, al azar, un objeto cuyo valor inicialmente desconocen. Tanto la poblacion adolescente como la adulta tiene facil acceso a ellas, y se han relacionado con el juego de azar. El objetivo de este estudio fue examinar el consumo de loot boxes y explorar si se asociaba con culpabilidad, perdida de control y malestar. Para ello, 475 participantes (266 adolescentes y 209 adultos) respondieron a un cuestionario ex profeso de elaboracion propia. Los resultados mostraron que son los adolescentes los que mas dinero invierten en cajas botin. Este gasto se ve aumentado cuando se anuncia nuevo contenido en las plataformas multimedia online (entre ellas, Twitch, YouTube). Ademas, no obtener los items que desean, lo cual es frecuente por su aleatoriedad, predice mayores niveles de culpabilidad y malestar mientras que su obtencion predice la posterior perdida de control. Asi, el 45,5% de los participantes refirieron culpabilidad tras la compra, el 50% malestar y el 17% perdida de control. En sintesis, las loot boxes estan cada vez mas presentes en los entornos virtuales de los
ISSN:0214-4840