Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?

•Novel analysis of open-access loot box survey data, comprising 7,771 loot box purchasers.•Significant, moderately sized correlation between problem gambling scores and self-report loot box expenditure.•No significant correlation between loot box spend and self-report earnings.•Games developers disp...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Addictive behaviors 2021-06, Vol.117, p.106851-106851, Article 106851
Hauptverfasser: Close, James, Spicer, Stuart Gordon, Nicklin, Laura Louise, Uther, Maria, Lloyd, Joanne, Lloyd, Helen
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 106851
container_issue
container_start_page 106851
container_title Addictive behaviors
container_volume 117
creator Close, James
Spicer, Stuart Gordon
Nicklin, Laura Louise
Uther, Maria
Lloyd, Joanne
Lloyd, Helen
description •Novel analysis of open-access loot box survey data, comprising 7,771 loot box purchasers.•Significant, moderately sized correlation between problem gambling scores and self-report loot box expenditure.•No significant correlation between loot box spend and self-report earnings.•Games developers disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. < $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as “whales”. It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers. We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman’s rho correlations. The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (> $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p 
doi_str_mv 10.1016/j.addbeh.2021.106851
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_2489263654</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><els_id>S0306460321000368</els_id><sourcerecordid>2489263654</sourcerecordid><originalsourceid>FETCH-LOGICAL-c474t-e261824de8a8f8edca1f66fe4d2ff3482426c91914af91cd6cc6931ad3dea1c73</originalsourceid><addsrcrecordid>eNp9kMtO3DAUhi3UCobLG6DKy24y-BYn6YIKoXKRkLoorC2PfTzxKIkHOwPMjgdpX44nwaPQLrs60n_-_1w-hE4pmVNC5dlqrq1dQDtnhNEsybqke2hG64oXkrPqE5oRTmQhJOEH6DClFSGUVaXYRwecl1VNSTlDy19gwmB13GI96G6bfMLB4S6EES_CC7Z61N_wRQTc-mVbpDUM1g9L_Pb6-7nVHaS31z_4GXQ3tlu81D3EnI94HcOig36n5BrT92P02ekuwclHPUIPVz_uL2-Ku5_Xt5cXd4URlRgLYJLWTFiode1qsEZTJ6UDYZlzXOQWk6ahDRXaNdRYaYxsONWWW9DUVPwIfZ3m5gseN5BG1ftkoOv0AGGTFBN1wySXpchWMVlNDClFcGodfZ9JKErUDrFaqQmx2iFWE-Ic-_KxYbPowf4L_WWaDeeTAfKfTx6iSsbDYMD6CGZUNvj_b3gHEpiRVQ</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2489263654</pqid></control><display><type>article</type><title>Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?</title><source>Elsevier ScienceDirect Journals Complete</source><creator>Close, James ; Spicer, Stuart Gordon ; Nicklin, Laura Louise ; Uther, Maria ; Lloyd, Joanne ; Lloyd, Helen</creator><creatorcontrib>Close, James ; Spicer, Stuart Gordon ; Nicklin, Laura Louise ; Uther, Maria ; Lloyd, Joanne ; Lloyd, Helen</creatorcontrib><description>•Novel analysis of open-access loot box survey data, comprising 7,771 loot box purchasers.•Significant, moderately sized correlation between problem gambling scores and self-report loot box expenditure.•No significant correlation between loot box spend and self-report earnings.•Games developers disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. &lt; $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as “whales”. It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers. We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman’s rho correlations. The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (&gt; $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p &lt; .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10. Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.</description><identifier>ISSN: 0306-4603</identifier><identifier>EISSN: 1873-6327</identifier><identifier>DOI: 10.1016/j.addbeh.2021.106851</identifier><identifier>PMID: 33578105</identifier><language>eng</language><publisher>England: Elsevier Ltd</publisher><subject>Loot boxes ; Problem gambling ; Video games</subject><ispartof>Addictive behaviors, 2021-06, Vol.117, p.106851-106851, Article 106851</ispartof><rights>2021 Elsevier Ltd</rights><rights>Copyright © 2021 Elsevier Ltd. All rights reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c474t-e261824de8a8f8edca1f66fe4d2ff3482426c91914af91cd6cc6931ad3dea1c73</citedby><cites>FETCH-LOGICAL-c474t-e261824de8a8f8edca1f66fe4d2ff3482426c91914af91cd6cc6931ad3dea1c73</cites><orcidid>0000-0002-7948-302X ; 0000-0002-9316-034X ; 0000-0003-3891-7247</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://dx.doi.org/10.1016/j.addbeh.2021.106851$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>314,780,784,3550,27924,27925,45995</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/33578105$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Close, James</creatorcontrib><creatorcontrib>Spicer, Stuart Gordon</creatorcontrib><creatorcontrib>Nicklin, Laura Louise</creatorcontrib><creatorcontrib>Uther, Maria</creatorcontrib><creatorcontrib>Lloyd, Joanne</creatorcontrib><creatorcontrib>Lloyd, Helen</creatorcontrib><title>Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?</title><title>Addictive behaviors</title><addtitle>Addict Behav</addtitle><description>•Novel analysis of open-access loot box survey data, comprising 7,771 loot box purchasers.•Significant, moderately sized correlation between problem gambling scores and self-report loot box expenditure.•No significant correlation between loot box spend and self-report earnings.•Games developers disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. &lt; $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as “whales”. It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers. We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman’s rho correlations. The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (&gt; $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p &lt; .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10. Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.</description><subject>Loot boxes</subject><subject>Problem gambling</subject><subject>Video games</subject><issn>0306-4603</issn><issn>1873-6327</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><recordid>eNp9kMtO3DAUhi3UCobLG6DKy24y-BYn6YIKoXKRkLoorC2PfTzxKIkHOwPMjgdpX44nwaPQLrs60n_-_1w-hE4pmVNC5dlqrq1dQDtnhNEsybqke2hG64oXkrPqE5oRTmQhJOEH6DClFSGUVaXYRwecl1VNSTlDy19gwmB13GI96G6bfMLB4S6EES_CC7Z61N_wRQTc-mVbpDUM1g9L_Pb6-7nVHaS31z_4GXQ3tlu81D3EnI94HcOig36n5BrT92P02ekuwclHPUIPVz_uL2-Ku5_Xt5cXd4URlRgLYJLWTFiode1qsEZTJ6UDYZlzXOQWk6ahDRXaNdRYaYxsONWWW9DUVPwIfZ3m5gseN5BG1ftkoOv0AGGTFBN1wySXpchWMVlNDClFcGodfZ9JKErUDrFaqQmx2iFWE-Ic-_KxYbPowf4L_WWaDeeTAfKfTx6iSsbDYMD6CGZUNvj_b3gHEpiRVQ</recordid><startdate>202106</startdate><enddate>202106</enddate><creator>Close, James</creator><creator>Spicer, Stuart Gordon</creator><creator>Nicklin, Laura Louise</creator><creator>Uther, Maria</creator><creator>Lloyd, Joanne</creator><creator>Lloyd, Helen</creator><general>Elsevier Ltd</general><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><orcidid>https://orcid.org/0000-0002-7948-302X</orcidid><orcidid>https://orcid.org/0000-0002-9316-034X</orcidid><orcidid>https://orcid.org/0000-0003-3891-7247</orcidid></search><sort><creationdate>202106</creationdate><title>Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?</title><author>Close, James ; Spicer, Stuart Gordon ; Nicklin, Laura Louise ; Uther, Maria ; Lloyd, Joanne ; Lloyd, Helen</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c474t-e261824de8a8f8edca1f66fe4d2ff3482426c91914af91cd6cc6931ad3dea1c73</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Loot boxes</topic><topic>Problem gambling</topic><topic>Video games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Close, James</creatorcontrib><creatorcontrib>Spicer, Stuart Gordon</creatorcontrib><creatorcontrib>Nicklin, Laura Louise</creatorcontrib><creatorcontrib>Uther, Maria</creatorcontrib><creatorcontrib>Lloyd, Joanne</creatorcontrib><creatorcontrib>Lloyd, Helen</creatorcontrib><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Addictive behaviors</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Close, James</au><au>Spicer, Stuart Gordon</au><au>Nicklin, Laura Louise</au><au>Uther, Maria</au><au>Lloyd, Joanne</au><au>Lloyd, Helen</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?</atitle><jtitle>Addictive behaviors</jtitle><addtitle>Addict Behav</addtitle><date>2021-06</date><risdate>2021</risdate><volume>117</volume><spage>106851</spage><epage>106851</epage><pages>106851-106851</pages><artnum>106851</artnum><issn>0306-4603</issn><eissn>1873-6327</eissn><abstract>•Novel analysis of open-access loot box survey data, comprising 7,771 loot box purchasers.•Significant, moderately sized correlation between problem gambling scores and self-report loot box expenditure.•No significant correlation between loot box spend and self-report earnings.•Games developers disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. &lt; $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as “whales”. It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers. We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman’s rho correlations. The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (&gt; $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p &lt; .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10. Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.</abstract><cop>England</cop><pub>Elsevier Ltd</pub><pmid>33578105</pmid><doi>10.1016/j.addbeh.2021.106851</doi><tpages>1</tpages><orcidid>https://orcid.org/0000-0002-7948-302X</orcidid><orcidid>https://orcid.org/0000-0002-9316-034X</orcidid><orcidid>https://orcid.org/0000-0003-3891-7247</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 0306-4603
ispartof Addictive behaviors, 2021-06, Vol.117, p.106851-106851, Article 106851
issn 0306-4603
1873-6327
language eng
recordid cdi_proquest_miscellaneous_2489263654
source Elsevier ScienceDirect Journals Complete
subjects Loot boxes
Problem gambling
Video games
title Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-26T00%3A29%3A42IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Secondary%20analysis%20of%20loot%20box%20data:%20Are%20high-spending%20%E2%80%9Cwhales%E2%80%9D%20wealthy%20gamers%20or%20problem%20gamblers?&rft.jtitle=Addictive%20behaviors&rft.au=Close,%20James&rft.date=2021-06&rft.volume=117&rft.spage=106851&rft.epage=106851&rft.pages=106851-106851&rft.artnum=106851&rft.issn=0306-4603&rft.eissn=1873-6327&rft_id=info:doi/10.1016/j.addbeh.2021.106851&rft_dat=%3Cproquest_cross%3E2489263654%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2489263654&rft_id=info:pmid/33578105&rft_els_id=S0306460321000368&rfr_iscdi=true