Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
Heather Wardle, David Zendle
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."
Reference
Wardle, H., & Zendle, D. (2020). Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey. Cyberpsychology, Behavior, and Social Networking. https://www.liebertpub.com/doi/pdfplus/10.1089/cyber.2020.0299
Keywords
gambling, young people, loot boxes, gaming