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Evidence Base

Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey

Publication details

Year: 2021
DOI: 10.1089/cyber.2020.0299
Issued: 2021
Language: English
Volume: 24
Issue: 4
Start Page: 267
End Page: 274
Editors:
Authors: Wardle H.; Zendle D.
Type: Journal article
Journal: Cyberpsychology, Behavior, and Social Networking
Publisher: Mary Ann Liebert Inc
Topics: Risks and harms; Online safety and policy regulation
Sample: 3,549 young people aged 16–24 years from wave 1 of the Emerging Adults Gambling Survey
Implications For Policy Makers About: Creating a safe environment for children online
Implications For Stakeholders About: Healthcare

Abstract

With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybridgambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16–24. Cross-sectional data were analyzed from wave 1 of the Emerging Adults Gambling Survey, an online survey of 3,549 people, aged 16–24. Data were weighted to reflect the age, sex, and regional profile of Great Britain. Measured included pastyear purchase of loot boxes, engagement in 17 different forms of gambling (weekly, yearly, and weekly spend); and problem gambling status. Other covariates include impulsivity and sociodemographic status. Young adults who purchase loot boxes are more likely to be gamblers and experience problem gambling than others. In unadjusted regression models, the odds of problem gambling were 11.4 (95% confidence interval [CI] 7.6 to 16.9; p < 0.001) times higher among those who purchased loot boxes with their own money. This relationship attenuated but remained significant (odds ratio 4.5, 95% CI 2.6–7.9) when gambling participation, impulsivity, and sociodemographic factors were taken into account. The purchase of loot boxes was highly associated with problem gambling, the strength of this association being of similar magnitude to gambling online on casino games or slots. Young adults purchasing loot boxes within video games should be considered a high-risk group for the experience of gambling problems.

Outcome

"loot box purchasers were heavily engaged in other forms of gambling, yet the relationship between loot box purchasing and problem gambling remained substantial and significant even when this broader gambling involvement was statistically taken into account. In the fully adjusted model, the odds of problem gambling were 4.4 times higher among those who purchased loot boxes than those who had not... gambling consumption accounts for some of this relationship, but not all. Indeed, one may credibly argue that the odds ratio of 4.4 associated with our fully adjusted model underestimates the strength of links between problem gambling and loot box spending. Gambling engagement is likely to covary with problem gambling... Finally, loot box purchasing among those 16–24 years of age displayed as strong an association with problem gambling as some other gambling activities. Notably, only five individual gambling (or gambling-like) activities were associated associated with problem gambling in the fully adjusted model; of which loot box purchase was one. In this respect, the purchase of loot boxes had a stronger relationship with problem gambling than many other forms of gambling – including playing slot machines or online betting. The strength of the association was similar to that observed for gambling on online casino or slot style games, activities which are increasing in prevalence among young people and have been highlighted as a cause for concern among academics and policy makers." (Wardle and Zendle, 2021: 272).

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