Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement
Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with lo...
Gespeichert in:
Veröffentlicht in: | Journal of clinical medicine 2021-12, Vol.10 (24), p.5949 |
---|---|
Hauptverfasser: | , , , , , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | 24 |
container_start_page | 5949 |
container_title | Journal of clinical medicine |
container_volume | 10 |
creator | Lloyd, Joanne Nicklin, Laura Louise Spicer, Stuart Gordon Fullwood, Chris Uther, Maria Hinton, Daniel P Parke, Jonathan Lloyd, Helen Close, James |
description | Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (
= 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (
= 503) and confirmatory (
= 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (
= 0.63) and monthly self-reported spend (
= 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed. |
doi_str_mv | 10.3390/jcm10245949 |
format | Article |
fullrecord | <record><control><sourceid>proquest_pubme</sourceid><recordid>TN_cdi_pubmedcentral_primary_oai_pubmedcentral_nih_gov_8707097</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2612788921</sourcerecordid><originalsourceid>FETCH-LOGICAL-c409t-83accd7f782c6462fb2aea8c2087700a10858d266aa979420641ec700e4e55cf3</originalsourceid><addsrcrecordid>eNpdkUFrGzEQhUVIqEOSU-9BkEuguNFK2pWUQ8FN7SbgEAhJr2KsnXXW7K5caTe0_75y4xo3c5mB983TiEfIx4x9FsKwq5VrM8ZlbqQ5IMecKTVmQovDvXlEzmJcsVRaS56pD2QkpJF52jomy2_4io1ft9j1FLqS_oCmLqGvfUd9RfsXpI-T2Ww-vaYTeo8Qh4Ab4TGNvot_V2bg6qbuofch0soHOve-p1_9LzrtlrDEjfcpOaqgiXi27SfkeTZ9urkdzx--391M5mMnmenHWoBzpaqU5q6QBa8WHBC040wrxRhkTOe65EUBYJSRnBUyQ5cUlJjnrhIn5Mub73pYtFi69HSAxq5D3UL4bT3U9n-lq1_s0r9arZhiRiWDy61B8D8HjL1t6-iwaaBDP0TLi0xyXighE3rxDl35IXTpexuKK60NzxL16Y1ywccYsNodkzG7ydDuZZjo8_37d-y_xMQfXx-WEA</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2612788921</pqid></control><display><type>article</type><title>Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement</title><source>MDPI - Multidisciplinary Digital Publishing Institute</source><source>EZB-FREE-00999 freely available EZB journals</source><source>PubMed Central</source><source>PubMed Central Open Access</source><creator>Lloyd, Joanne ; Nicklin, Laura Louise ; Spicer, Stuart Gordon ; Fullwood, Chris ; Uther, Maria ; Hinton, Daniel P ; Parke, Jonathan ; Lloyd, Helen ; Close, James</creator><creatorcontrib>Lloyd, Joanne ; Nicklin, Laura Louise ; Spicer, Stuart Gordon ; Fullwood, Chris ; Uther, Maria ; Hinton, Daniel P ; Parke, Jonathan ; Lloyd, Helen ; Close, James</creatorcontrib><description>Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (
= 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (
= 503) and confirmatory (
= 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (
= 0.63) and monthly self-reported spend (
= 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.</description><identifier>ISSN: 2077-0383</identifier><identifier>EISSN: 2077-0383</identifier><identifier>DOI: 10.3390/jcm10245949</identifier><identifier>PMID: 34945245</identifier><language>eng</language><publisher>Switzerland: MDPI AG</publisher><subject>Addictive behaviors ; Clinical medicine ; Computer & video games ; Ethnicity ; Gambling ; Interviews ; Purchasing ; Validation studies</subject><ispartof>Journal of clinical medicine, 2021-12, Vol.10 (24), p.5949</ispartof><rights>2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2021 by the authors. 2021</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c409t-83accd7f782c6462fb2aea8c2087700a10858d266aa979420641ec700e4e55cf3</citedby><cites>FETCH-LOGICAL-c409t-83accd7f782c6462fb2aea8c2087700a10858d266aa979420641ec700e4e55cf3</cites><orcidid>0000-0002-6195-9501 ; 0000-0002-2916-1874 ; 0000-0003-3891-7247 ; 0000-0002-7948-302X ; 0000-0001-7585-8886</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8707097/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8707097/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,723,776,780,881,27901,27902,53766,53768</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/34945245$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Lloyd, Joanne</creatorcontrib><creatorcontrib>Nicklin, Laura Louise</creatorcontrib><creatorcontrib>Spicer, Stuart Gordon</creatorcontrib><creatorcontrib>Fullwood, Chris</creatorcontrib><creatorcontrib>Uther, Maria</creatorcontrib><creatorcontrib>Hinton, Daniel P</creatorcontrib><creatorcontrib>Parke, Jonathan</creatorcontrib><creatorcontrib>Lloyd, Helen</creatorcontrib><creatorcontrib>Close, James</creatorcontrib><title>Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement</title><title>Journal of clinical medicine</title><addtitle>J Clin Med</addtitle><description>Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (
= 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (
= 503) and confirmatory (
= 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (
= 0.63) and monthly self-reported spend (
= 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.</description><subject>Addictive behaviors</subject><subject>Clinical medicine</subject><subject>Computer & video games</subject><subject>Ethnicity</subject><subject>Gambling</subject><subject>Interviews</subject><subject>Purchasing</subject><subject>Validation studies</subject><issn>2077-0383</issn><issn>2077-0383</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>BENPR</sourceid><recordid>eNpdkUFrGzEQhUVIqEOSU-9BkEuguNFK2pWUQ8FN7SbgEAhJr2KsnXXW7K5caTe0_75y4xo3c5mB983TiEfIx4x9FsKwq5VrM8ZlbqQ5IMecKTVmQovDvXlEzmJcsVRaS56pD2QkpJF52jomy2_4io1ft9j1FLqS_oCmLqGvfUd9RfsXpI-T2Ww-vaYTeo8Qh4Ab4TGNvot_V2bg6qbuofch0soHOve-p1_9LzrtlrDEjfcpOaqgiXi27SfkeTZ9urkdzx--391M5mMnmenHWoBzpaqU5q6QBa8WHBC040wrxRhkTOe65EUBYJSRnBUyQ5cUlJjnrhIn5Mub73pYtFi69HSAxq5D3UL4bT3U9n-lq1_s0r9arZhiRiWDy61B8D8HjL1t6-iwaaBDP0TLi0xyXighE3rxDl35IXTpexuKK60NzxL16Y1ywccYsNodkzG7ydDuZZjo8_37d-y_xMQfXx-WEA</recordid><startdate>20211218</startdate><enddate>20211218</enddate><creator>Lloyd, Joanne</creator><creator>Nicklin, Laura Louise</creator><creator>Spicer, Stuart Gordon</creator><creator>Fullwood, Chris</creator><creator>Uther, Maria</creator><creator>Hinton, Daniel P</creator><creator>Parke, Jonathan</creator><creator>Lloyd, Helen</creator><creator>Close, James</creator><general>MDPI AG</general><general>MDPI</general><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7X7</scope><scope>7XB</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>COVID</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>K9.</scope><scope>M0S</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-6195-9501</orcidid><orcidid>https://orcid.org/0000-0002-2916-1874</orcidid><orcidid>https://orcid.org/0000-0003-3891-7247</orcidid><orcidid>https://orcid.org/0000-0002-7948-302X</orcidid><orcidid>https://orcid.org/0000-0001-7585-8886</orcidid></search><sort><creationdate>20211218</creationdate><title>Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement</title><author>Lloyd, Joanne ; Nicklin, Laura Louise ; Spicer, Stuart Gordon ; Fullwood, Chris ; Uther, Maria ; Hinton, Daniel P ; Parke, Jonathan ; Lloyd, Helen ; Close, James</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c409t-83accd7f782c6462fb2aea8c2087700a10858d266aa979420641ec700e4e55cf3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Addictive behaviors</topic><topic>Clinical medicine</topic><topic>Computer & video games</topic><topic>Ethnicity</topic><topic>Gambling</topic><topic>Interviews</topic><topic>Purchasing</topic><topic>Validation studies</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Lloyd, Joanne</creatorcontrib><creatorcontrib>Nicklin, Laura Louise</creatorcontrib><creatorcontrib>Spicer, Stuart Gordon</creatorcontrib><creatorcontrib>Fullwood, Chris</creatorcontrib><creatorcontrib>Uther, Maria</creatorcontrib><creatorcontrib>Hinton, Daniel P</creatorcontrib><creatorcontrib>Parke, Jonathan</creatorcontrib><creatorcontrib>Lloyd, Helen</creatorcontrib><creatorcontrib>Close, James</creatorcontrib><collection>PubMed</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>Coronavirus Research Database</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Journal of clinical medicine</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Lloyd, Joanne</au><au>Nicklin, Laura Louise</au><au>Spicer, Stuart Gordon</au><au>Fullwood, Chris</au><au>Uther, Maria</au><au>Hinton, Daniel P</au><au>Parke, Jonathan</au><au>Lloyd, Helen</au><au>Close, James</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement</atitle><jtitle>Journal of clinical medicine</jtitle><addtitle>J Clin Med</addtitle><date>2021-12-18</date><risdate>2021</risdate><volume>10</volume><issue>24</issue><spage>5949</spage><pages>5949-</pages><issn>2077-0383</issn><eissn>2077-0383</eissn><abstract>Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (
= 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (
= 503) and confirmatory (
= 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (
= 0.63) and monthly self-reported spend (
= 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.</abstract><cop>Switzerland</cop><pub>MDPI AG</pub><pmid>34945245</pmid><doi>10.3390/jcm10245949</doi><orcidid>https://orcid.org/0000-0002-6195-9501</orcidid><orcidid>https://orcid.org/0000-0002-2916-1874</orcidid><orcidid>https://orcid.org/0000-0003-3891-7247</orcidid><orcidid>https://orcid.org/0000-0002-7948-302X</orcidid><orcidid>https://orcid.org/0000-0001-7585-8886</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 2077-0383 |
ispartof | Journal of clinical medicine, 2021-12, Vol.10 (24), p.5949 |
issn | 2077-0383 2077-0383 |
language | eng |
recordid | cdi_pubmedcentral_primary_oai_pubmedcentral_nih_gov_8707097 |
source | MDPI - Multidisciplinary Digital Publishing Institute; EZB-FREE-00999 freely available EZB journals; PubMed Central; PubMed Central Open Access |
subjects | Addictive behaviors Clinical medicine Computer & video games Ethnicity Gambling Interviews Purchasing Validation studies |
title | Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-07T22%3A33%3A38IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_pubme&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Development%20and%20Validation%20of%20the%20RAFFLE:%20A%20Measure%20of%20Reasons%20and%20Facilitators%20for%20Loot%20Box%20Engagement&rft.jtitle=Journal%20of%20clinical%20medicine&rft.au=Lloyd,%20Joanne&rft.date=2021-12-18&rft.volume=10&rft.issue=24&rft.spage=5949&rft.pages=5949-&rft.issn=2077-0383&rft.eissn=2077-0383&rft_id=info:doi/10.3390/jcm10245949&rft_dat=%3Cproquest_pubme%3E2612788921%3C/proquest_pubme%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2612788921&rft_id=info:pmid/34945245&rfr_iscdi=true |