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Loot boxes, problem gambling, and problem video gaming: a systematic review and meta-synthesis
Spicer, Stuart G ; Nicklin, Laura Louise ; Uther, Maria ; Lloyd, Joanne ; Lloyd, Helen ; Close, James
Spicer, Stuart G
Nicklin, Laura Louise
Uther, Maria
Lloyd, Joanne
Lloyd, Helen
Close, James
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2021-07-17
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Abstract
Loot boxes are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike. Initial evidence suggested that loot box (LB) engagement might be associated with both problem gambling (PG) and problem video gaming (PVG). We therefore conducted a systematic review of the evidence for associations between LB purchasing, PG and PVG. For LB/PG, 12 of 13 publications reported a positive relationship, with a moderately sized mean effect of r = 0.27. For LB/PVG, the mean effect was r = 0.40, although this finding was drawn from only six surveys in total. For PG/PVG, the mean effect was r = 0.21, with only 11 of 20 studies reporting significant effects. Whilst further evidence is required to determine direction of causality, the strength of relationships suggests that policy action on loot boxes may have benefits for harm minimisation.
Citation
Spicer, S. G., Nicklin, L. L., Uther, M., Lloyd, J. et al. (2022) Loot boxes, problem gambling, and problem video gaming: a systematic review and meta-synthesis, New Media and Society 24 (4) pp. 1001-1022.
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Journal article
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en
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This is an accepted manuscript of an article published by SAGE in New Media & Society on 17 July 2021. doi:10.1177/14614448211027175
The accepted version of the publication may differ from the final published version.
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1461-4448