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Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis:

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TLDR
Loot boxes (LBs) are video game-related purchases with a chance-based outcome as discussed by the authors and due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers.
Abstract
Loot boxes (LBs) 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 ali...

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University of Plymouth
PEARL https://pearl.plymouth.ac.uk
Faculty of Health: Medicine, Dentistry and Human Sciences School of Psychology
2021-07-17
Loot boxes, problem gambling and
problem video gaming: A systematic
review and meta-synthesis
Spicer, S
http://hdl.handle.net/10026.1/17268
10.1177/14614448211027175
New Media and Society
SAGE Publications
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https://doi.org/10.1177/14614448211027175
new media & society
1 –22
© The Author(s) 2021
Article reuse guidelines:
sagepub.com/journals-permissions
DOI: 10.1177/14614448211027175
journals.sagepub.com/home/nms
Loot boxes, problem
gambling and problem
video gaming: A systematic
review and meta-synthesis
Stuart Gordon Spicer [GQ: 1]
University of Plymouth, UK
Laura Louise Nicklin
Maria Uther
Joanne Lloyd
University of Wolverhampton, UK
Helen Lloyd
James Close
University of Plymouth, UK
Abstract
Loot boxes (LBs) 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 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 = .27. For LB/PVG, the mean effect was r = .40,
although this finding was drawn from only six surveys in total. For PG/PVG, the mean
effect was r = .21, with only 11 of 20 studies reporting significant effects. While further
evidence is required to determine the direction of causality, the strength of relationships
suggests that policy action on LBs may have benefits for harm minimisation.
Corresponding author:
Stuart Gordon Spicer, School of Psychology, University of Plymouth, Plymouth, Devon PL4 8AA, UK.
Email: stuart.spicer@plymouth.ac.uk
0010.1177/14614448211027175new media & societySpicer et al.
review-article2021
Review Article (Invited Authors Only)

2 new media & society 00(0)
Keywords
Addiction, impulsivity, loot boxes, mental health, microtransactions, nudges, problem
gambling, problem video gaming, systematic review, wellbeing
Background[AQ: 1]
Loot boxes (LBs) are video game-related purchases with a chance-based outcome. They
come in various configurations and guises, and might be called boxes, crates, cases, card
packs, shards or eggs. Due to these complexities, there is often confusion about what
exactly constitutes an LB. Our definition encapsulates any purchasable game content
with a randomised outcome. The contents within LBs might include ‘pay to win’ features
such as improved weapons or power ups, or instead, they might be purely cosmetic
upgrades and customisation. LBs may also be purchased with in-game currency, or they
might be opened using purchasable ‘keys’, such as the ‘crate and key’ mechanics found
in games like Counter Strike: Global Offensive or the similar ‘eggs and incubator
mechanics found in Pokémon Go. Furthermore, ‘free’ LBs are offered in some games –
but these are also always available as paid-for content (i.e. or else they would not be
classified as LBs under our definition, because there is no opportunity for monetary
exchange). These sorts of free giveaways are often aimed at encouraging future LB pur-
chasing (Zendle et al., 2019a).
[AQ: 2]
LBs have become increasingly prevalent over the past decade (Zendle et al., 2020b),
are available in the majority of video games across various formats (Zendle et al., 2020b)
and have become increasingly sophisticated (Koeder et al., 2018). An estimated 44–78%
of gamers are thought to have purchased LBs (Brooks and Clark, 2019; Li et al., 2019;
Zendle and Cairns, 2018). Widely available to children (Zendle et al., 2020b), they have
come under increasing scrutiny from academics, policymakers, the media (Drummond
et al., 2020a) and the gaming community itself (Allan, 2018), due to structural and psy-
chological similarities with gambling (Drummond and Sauer, 2018).
The first academic studies on LBs were published in 2018 (Drummond and Sauer,
2018; Zendle and Cairns, 2018, 2019), where the first survey of LB purchasing appeared
to confirm such concerns: establishing a significant, moderate-sized correlation between
problem gambling (PG) severity and LB purchasing (Zendle and Cairns, 2018). Due to
the correlational nature of the evidence, the direction of the relationship is unknown, but
there are three possibilities: (a) problem gamblers purchase more LBs, (b) LB purchasers
are more likely to start gambling – that is, via ‘gateway effects’ or (c) there is a complex,
dynamic relationship between the two behaviours.
There has been considerable debate about the extent to which LBs constitute gam-
bling. Some senior gaming executives have argued that since LBs always contain an
item, they are the digital analogue of baseball cards or Kinder Eggs (Digital, Culture,
Media and Sport Committee, 2019). However, analysis of game-related marketplaces
such as the Steam Community Market (where digital assets obtained in LBs can be
bought and sold) reveals that the items obtained within LBs usually constitute a mone-
tary loss (Drummond et al., 2020b). This type of ‘loss disguised as a win’ has parallels
with traditional gambling games such as online slots, where ‘wins’ can actually be lower
than the stake wagered. Some academics have therefore argued that LBs could be regu-
lated under existing gambling laws (Drummond et al., 2020b).

Citations
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The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review

TL;DR: In this paper , a review aimed to synthesise the evidence on the relationship between microtransactions, "Internet Gaming Disorder" (IGD), and Gambling Disorder in order to report on the psychometric assessments used, sampling and demographic information, study design and sampling methods, relationships between micro-transactions and both IGD and gambling disorder.
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Loot boxes and problem gambling: Investigating the "gateway hypothesis".

TL;DR: This article found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or reverse gateway effects (gambling causally affecting subsequent loot box engagement) and the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes.
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Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation

TL;DR: In this paper , the authors examined links between loot box purchasing and problem gambling amongst adolescents while controlling for monetary gambling participation and found that past-month loot box purchases were significantly related to gambling problems in bivariate analyses.
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Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers

TL;DR: The demographic associations of video game loot box engagement (younger age, male sex, non-university educational attainment, and unemployment) mirror those of other addictive and problematic behaviours, including disordered gambling, drug and alcohol misuse.
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Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches

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