Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder

In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes w...

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Veröffentlicht in:Computers in human behavior 2022-01, Vol.126, p.107012, Article 107012
Hauptverfasser: González-Cabrera, Joaquín, Basterra-González, Aránzazu, Montiel, Irene, Calvete, Esther, Pontes, Halley M., Machimbarrena, Juan M.
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Sprache:eng
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Zusammenfassung:In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall goal of this study is to ascertain the prevalence of loot box purchasing behavior and its association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). A secondary objective is to develop and analyze the psychometric properties of the Problematic Use of Loot Boxes Questionnaire (PU-LB). A cross-sectional study was conducted among 6633 participants (4236 males, 63.9%, and 4123 minors, 62.2%) with an average age of 16.73 ± 3.40 in a range of 11–30 years. The Spanish versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Online Gambling Disorder Questionnaire (OGD-Q) were used. A total of 2013 (30.4%) participants reported purchasing a loot box in the last 12 months (28.9% among minors). A person who had purchased a loot box in the last 12 months had a prevalence rate (PR) of 3.66 [95% CI 2.66, 5.05] of presenting an IGD, and a PR = 4.85 [IC 95% 2.58, 9.12] of presenting an OGD. The PU-LB exhibited adequate reliability and validity indicators and was positively and significantly related to loot box expenditure, IGDS9-SF, and OGD-Q scores. The results are further discussed, and practical implications and future lines of research proposed. •Loot boxes (a microtransaction in which gamers pay money for a randomized virtual item) present similarity to gambling.•Out of 6633 participants (11–30 y/o) 30.4% had purchased a loot box in the last 12 months (28.9% among minors).•Those who purchased a loot box in the last year had a prevalence rate of 3.66 of presenting an internet gaming disorder.•Those who purchased a loot box in the last year had a prevalence rate of 4.85 of presenting an online gambling disorder.•A scale for measuring problematic use of Loot Boxes that presents adequate reliability and validity is presented.
ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2021.107012