Recent controversy has surrounded the concept of loot boxes, purchasable video game features that offer random rewards but are not governed by gambling laws.
Now research from the University of Plymouth has shown that people at risk, such as those with known gambling and gambling problems, are more likely to engage in loot boxes than those who don’t. They don’t have any.
The study is one of the largest, most complex and robust investigations into loot boxes ever conducted, and has prompted experts to reiterate their call for stricter enforcement of these items.
Existing studies have shown that these objects are structurally and psychologically similar to play but, despite the evidence, they remain accessible to children.
The new findings, which add to the evidence base linking loot boxes to gambling, are published in the journal Royal Society Open Science.
The surveys collected thoughts from 1,495 players purchasing loot boxes and 1,223 players purchasing other non-randomized game content.
They highlighted that taking the risk of opening a treasure chest was associated with people who experienced problems with gambling, impulsivity and gambling-related cognitions, including the perceived inability to stop buying them.
It also showed that any financial or psychological impact linked to purchasing loot boxes is likely to disproportionately affect various at-risk cohorts, such as those who have previously had problem gambling.
Lead author Dr James Close, senior lecturer in clinical education at the University of Plymouth, said: “Loot boxes are paid rewards in video games, but the player doesn’t know what they are getting. is inside. With the risk/reward mindset and behaviors associated with accessing loot boxes, we know there are similarities to gambling, and these new articles provide a longer, more robust description exploring the complexities of the problem.
“Among the findings, the work shows that loot box usage is driven by beliefs like ‘I’ll win in a minute,’ which really resonates with the psychology we see in the game. The studies help to a substantial body of evidence establishing that: For some, loot boxes can cause financial and psychological harm. However, this is not about making loot boxes illegal, but about ensuring that their impact is understood as if it were a game of chance, and that policies are in place to ensure that loot boxes consumers are protected against these harms. “
The research was carried out alongside the University of Wolverhampton and other collaborators.
An earlier paper in this study also found evidence that under-18s who engaged in loot boxes progressed to other forms of gambling. The overall findings remain consistent with narratives that policy action on loot boxes boxes will take measures to minimize damage in the future.
Dr Stuart Spicer, co-lead of PenARC research at the Peninsula Medical School at the University of Plymouth, added: “We know that loot boxes have caused a lot of controversy and that the UK government has taken an approach of industry self-regulation. Compliance with safety features is currently unsatisfactory and there is an urgent need to see tangible results.
“Our research adds to the evidence base that they pose a problem for at-risk groups, such as people with dysfunctional thoughts about gaming, low incomes, and problematic levels of video gaming. We really hope that these findings will add to the evidence base showing the link between loot boxes, gambling and other risky behavior, and there will be more pressure to act and minimize harm.
More information:
Exploring the relationships between psychological variables and engagement in loot boxes, part 1: pre-registered hypotheses, Royal Society Open Science (2023). DOI: 10.1098/rsos.231045. royalsocietypublishing.org/doi/10.1098/rsos.231045
Provided by University of Plymouth
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