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dc.contributor.authorSpicer, SG
dc.contributor.authorClose, J
dc.contributor.authorNicklin, LL
dc.contributor.authorUther, M
dc.contributor.authorWhalley, B
dc.contributor.authorFullwood, C
dc.contributor.authorParke, J
dc.contributor.authorLloyd, J
dc.contributor.authorLloyd, H
dc.date.accessioned2024-01-04T16:01:53Z
dc.date.available2024-01-04T16:01:53Z
dc.date.issued2024-01
dc.identifier.issn2054-5703
dc.identifier.issn2054-5703
dc.identifier.otherARTN 231046
dc.identifier.urihttps://pearl.plymouth.ac.uk/handle/10026.1/21874
dc.description.abstract

In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related ‘flow’, psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions. An entirely novel discovery revealed a complex interaction between experiences of flow and loot box engagement. Distress and wellbeing are both (somewhat contradictorily) predictive of participants engaging with loot boxes, but neither correlate with increasing loot box risky engagement/spend (among those who engage). Our findings unravel some of the nuances underpinning loot box engagement, yet remain consistent with narratives that policy action on loot boxes will have benefits for harm minimization.

dc.format.extent231046-
dc.format.mediumElectronic-eCollection
dc.languageen
dc.publisherThe Royal Society
dc.subjectloot boxes
dc.subjectvideo gaming
dc.subjectgambling
dc.subjectdigital harms
dc.subjectaddictive behaviours
dc.subjectwellbeing
dc.titleExploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships
dc.typejournal-article
dc.typeArticle
plymouth.author-urlhttps://www.ncbi.nlm.nih.gov/pubmed/38179078
plymouth.issue1
plymouth.volume11
plymouth.publication-statusPublished
plymouth.journalRoyal Society Open Science
dc.identifier.doi10.1098/rsos.231046
plymouth.organisational-group|Plymouth
plymouth.organisational-group|Plymouth|Research Groups
plymouth.organisational-group|Plymouth|Faculty of Health
plymouth.organisational-group|Plymouth|REF 2021 Researchers by UoA
plymouth.organisational-group|Plymouth|Users by role
plymouth.organisational-group|Plymouth|Users by role|Academics
plymouth.organisational-group|Plymouth|REF 2021 Researchers by UoA|UoA04 Psychology, Psychiatry and Neuroscience
plymouth.organisational-group|Plymouth|Faculty of Health|Peninsula Medical School
plymouth.organisational-group|Plymouth|Research Groups|FoH - Community and Primary Care
plymouth.organisational-group|Plymouth|Research Groups|Plymouth Institute of Health and Care Research (PIHR)
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA|UoA02 Public Health, Health Services and Primary Care
plymouth.organisational-group|Plymouth|REF 2028 Researchers by UoA|UoA04 Psychology, Psychiatry and Neuroscience
dc.publisher.placeEngland
dcterms.dateAccepted2023-11-27
dc.date.updated2024-01-04T16:01:52Z
dc.rights.embargodate2024-1-6
dc.identifier.eissn2054-5703
rioxxterms.versionofrecord10.1098/rsos.231046


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