The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey

PLoS One. 2020 Mar 23;15(3):e0230378. doi: 10.1371/journal.pone.0230378. eCollection 2020.

Abstract

Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Administrative Personnel / statistics & numerical data
  • Adult
  • Australia
  • Behavior, Addictive / diagnosis
  • Behavior, Addictive / prevention & control*
  • Behavior, Addictive / psychology
  • Cross-Cultural Comparison*
  • Cross-Sectional Studies
  • Female
  • Gambling / diagnosis
  • Gambling / prevention & control*
  • Gambling / psychology
  • Humans
  • Male
  • Middle Aged
  • New Zealand
  • Surveys and Questionnaires / statistics & numerical data
  • United States
  • Video Games / economics
  • Video Games / psychology*
  • Young Adult

Grants and funding

Supported by a Marsden Fund Council from Government funding, managed by Royal Society Te Apārangi awarded to AD, JDS, CJF. MAU1804, Marsden Fund Council from Government funding, managed by Royal Society Te Apārangi. https://www.royalsociety.org.nz/what-we-do/funds-and-opportunities/marsden The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.