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).