Close, JamesSpicer, Stuart GordonNicklin, Laura LouiseUther, MariaWhalley, BenFullwood, ChrisParke, JonathanLloyd, JoanneLloyd, Helen2024-04-042024-04-042023-12-20Close, J., Spicer, S.G., Nicklin, L.L., Uther, M., Whalley, B., Fullwood, C., Parke, J., Lloyd, J. and Lloyd, H. (2023) Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses. Royal Society Open Science. 10231045 http://doi.org/10.1098/rsos.2310452054-570338126068 (pubmed)10.1098/rsos.231045http://hdl.handle.net/2436/625462© 2023 The Authors. Published by The Royal Society. This is an open access article available under a Creative Commons licence. The published version can be accessed at the following link on the publisher’s website: https://doi.org/10.1098/rsos.231045Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related 'flow' and specific 'distraction and compulsion' motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various 'at risk' cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.application/pdfenLicence for published version: Creative Commons Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/addictive behavioursdigital harmsloot boxeswell-beinggamblingvideo gamingExploring the relationships between psychological variables and loot box engagement, part 1: Pre-registered hypothesesJournal article2054-5703Royal Society Open Science2024-04-03231045