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...
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Veröffentlicht in: | Addictive behaviors 2021-06, Vol.117, p.106851-106851, Article 106851 |
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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 |
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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 < .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. < $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 < .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. < $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 < .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> |
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subjects | Loot boxes Problem gambling Video games |
title | Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers? |
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