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dc.contributor.authorSpicer, Stuart
dc.contributor.authorFullwood, C
dc.contributor.authorClose, James
dc.contributor.authorNicklin, LL
dc.contributor.authorLloyd, J
dc.contributor.authorLloyd, Helen
dc.date.accessioned2022-04-13T10:34:34Z
dc.date.available2022-04-13T10:34:34Z
dc.date.issued2022-08
dc.identifier.issn0306-4603
dc.identifier.issn1873-6327
dc.identifier.other107327
dc.identifier.urihttp://hdl.handle.net/10026.1/19032
dc.description.abstract

Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or problem gambling. However, such "gateway effects" have not been formally investigated. Using a survey of 1102 individuals who both purchase loot boxes and gamble, we found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or "reverse gateway effects" (gambling causally influencing subsequent loot box engagement). Both subsets of participants had higher scores for problem gambling, problem video gaming, gambling-related cognitions, risky loot boxes engagement, and impulsivity. These individuals also had a tendency for higher loot box and gambling spend; suggesting that potential gateway effects are related to measurable risks and harms. Moreover, the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes. Content analysis of free text responses revealed several reasons for self-reported gateway effects, the most frequent of which were sensation-seeking, normalisation of gambling-like behaviours, and the addictive nature of both activities. Whilst the cross-sectional nature of our findings cannot conclusively establish directions of causality, thus highlighting the need for longitudinal research, we conclude that there is a case for legislation on loot boxes for harm minimisation purposes.

dc.format.extent107327-107327
dc.format.mediumPrint-Electronic
dc.languageen
dc.language.isoen
dc.publisherElsevier
dc.subjectLoot boxes
dc.subjectProblem gambling
dc.subjectGateway hypothesis
dc.subjectVideo games
dc.subjectImpulsivity
dc.subjectProblem video gaming
dc.titleLoot boxes and problem gambling: Investigating the “gateway hypothesis”
dc.typejournal-article
dc.typeJournal Article
dc.typeResearch Support, Non-U.S. Gov't
plymouth.author-urlhttps://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000802911700014&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=11bb513d99f797142bcfeffcc58ea008
plymouth.volume131
plymouth.publication-statusPublished
plymouth.journalAddictive Behaviors
dc.identifier.doi10.1016/j.addbeh.2022.107327
plymouth.organisational-group/Plymouth
plymouth.organisational-group/Plymouth/Faculty of Health
plymouth.organisational-group/Plymouth/Faculty of Health/Peninsula Medical School
plymouth.organisational-group/Plymouth/Research Groups
plymouth.organisational-group/Plymouth/Research Groups/Plymouth Institute of Health and Care Research (PIHR)
plymouth.organisational-group/Plymouth/Users by role
plymouth.organisational-group/Plymouth/Users by role/Academics
dc.publisher.placeEngland
dcterms.dateAccepted2022-03-29
dc.rights.embargodate2022-4-22
dc.identifier.eissn1873-6327
dc.rights.embargoperiodNot known
rioxxterms.versionofrecord10.1016/j.addbeh.2022.107327
rioxxterms.licenseref.urihttp://www.rioxx.net/licenses/all-rights-reserved
rioxxterms.typeJournal Article/Review
plymouth.funderA mixed-method investigation of the gaming/gambling interface and health related harms.::Gamble Aware


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