Article 67MHZ Purchasing Loot Boxes in Video Games Associated With Problem Gambling Risk

Purchasing Loot Boxes in Video Games Associated With Problem Gambling Risk

by
janrinok
from SoylentNews on (#67MHZ)

hubie writes:

The lines between gaming and gambling have begun to blur, state researchers:

Gamers who buy 'loot boxes' are up to two times more likely to gamble, shows new research published today in the peer-reviewed journal Addiction Research & Theory.

They are also more likely to have a gambling problem compared with the gamers who don't purchase these 'virtual' treasure chests, according to the findings based on more than 1,600 adults in Canada.

The authors say the results cast doubt on the theory that psychological factors create the link between gambling and loot boxes - banned by some countries including Belgium and discussed for legislation in many others worldwide.

Their study demonstrates that the association between these video game features and gambling exists even when childhood neglect, depression and other known risk factors for gambling are taken into account.

[...] "Findings indicate that loot box purchasing represents an important marker of risk for gambling and problem gambling among people who play video games," says Sophie Coelho, a PhD student at York University, Toronto.

"The persistent associations we observed between loot box purchasing and gambling may provide preliminary support for the role of loot boxes as a 'gateway' to gambling and eventually problem gambling.

Journal Reference:
Sophie G. Coelho et al., Loot box purchasing is associated with gambling and problem gambling when controlling for known psychological risk factors of gambling [open], Addict Res Theory, 2022. DOI: https://doi.org/10.1080/16066359.2022.2141717

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