Abstract
Video-game loot boxes are a popular form of microtransaction that have been widely criticized for their structural similarities to gambling. Recent research linking loot box expenditure to gambling activity has illuminated potential harms associated with loot box use. However, whether the harms differ between earning loot boxes through gameplay versus acquiring loot boxes through purchasing remains understudied. This pre-registered study explores gambling, gaming and loot box-related harms between loot box purchasers and earners in the scope of the game Overwatch. To our knowledge, this is the first study to assess loot box-related harms in a single game. We found that loot box purchasers experienced greater video-game related expenditure harms, risky loot box use, impulsivity related to planning and reward reactivity in comparison to loot box earners. Surprisingly, Overwatch loot box earners displayed greater gambling-related harms and there were no differences in general problem video-gaming between the two groups. Our results suggest that the relationship between loot box purchasing and gambling is in need of refined examination. Particularly, our results indicate that potential harms stemming from loot box engagement should be assessed on a game-by-game basis in order to better understand the potentially problematic nature of loot box use.
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Acknowledgements
This research was supported by the Natural Science and Engineering Research Council of Canada through research Grants to M.J.D. We would also like to thank our research assistant Tenaaz Irani for her help in developing the figures for this manuscript.
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Larche, C.J., Chini, K., Lee, C. et al. To Pay or Just Play? Examining Individual Differences Between Purchasers and Earners of Loot Boxes in Overwatch. J Gambl Stud 39, 625–643 (2023). https://doi.org/10.1007/s10899-022-10127-5
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DOI: https://doi.org/10.1007/s10899-022-10127-5