Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey

Leon Xiao*, Tullia Fraser, Rune Kristian Lundedal Nielsen, Philip W S Newall

*Corresponding author for this work

Research output: Contribution to journalArticle (Academic Journal)peer-review

3 Citations (Scopus)
44 Downloads (Pure)

Abstract

Loot boxes can be bought with real-world money to obtain random content inside video games. Loot boxes are viewed by many as gambling-like and are prevalently implemented globally. Previous Western and international studies have consistently found loot box spending to be positively correlated with problem gambling. Previous Western studies presented mixed results as to the correlations between loot box purchasing and gambling-related risk factors, mental wellbeing, and psychological distress. A large-scale survey of adult video game players from the People’s Republic of China (PRC) (N = 2601) was conducted through Tencent Survey. The positive correlations between loot box spending and problem gambling, and between loot box spending and problem videogaming, were successfully replicated. However, other potential risk factors (i.e., impulsivity/impulsiveness; binary past-year gambling participation status; and sensation-seeking tendencies) either did not positively correlate with loot box spending or only did so weakly. Contrary to expectations, high impulsivity was negatively associated with loot box engagement. The Risky Loot Box Index (RLI) most strongly positively correlated with, and was the best predictor in multiple linear regression models for, loot box spending. The RLI may be effective at measuring loot box harms cross-culturally. A surprising weak positive correlation was found between loot box engagement and PRC players’ mental wellbeing, and high psychological distress unexpectedly negatively predicted loot box purchasing. Although gambling-like, the risk and protective factors of loot boxes are seemingly different, meaning they should rightfully be treated as novel products. Cross-cultural research can contribute to a better understanding of loot box harms.
Original languageEnglish
Article number107860
JournalAddictive Behaviors
Volume148
Early online date15 Sept 2023
DOIs
Publication statusPublished - 1 Jan 2024

Bibliographical note

Funding Information:
This study was funded by an Academic Forum for the Study of Gambling (AFSG) Postgraduate Research Support Grant awarded to L.Y.X. that was derived from ‘regulatory settlements applied for socially responsible purposes’ received by the UK Gambling Commission and administered by Gambling Research Exchange Ontario (GREO) (March 2022). The funder had no involvement in study design, collection, analysis, or interpretation of data, writing the manuscript, and the decision to submit the manuscript for publication. L.Y.X. is supported by a PhD Fellowship funded by the IT University of Copenhagen (IT-Universitetet i København), which is publicly funded by the Kingdom of Denmark (Kongeriget Danmark).

Publisher Copyright:
© 2023 The Author(s)

Structured keywords

  • Gambling Harms

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