Session Title

Session 1-4-C: Lightning Talks

Presentation Type

Lightning Talk

Location

Park MGM, Las Vegas, NV

Start Date

23-5-2023 3:45 PM

End Date

23-5-2023 5:15 PM

Disciplines

Clinical Psychology

Abstract

Presentation Abstract: Loot boxes are features of some video games that contain random gameplay-enhancing or cosmetic items. Players may purchase loot boxes with real-world currency which has led to growing concern that loot boxes are a form gambling without regulations and age restrictions. Previous research has found associations between loot box purchases and problem gambling but limited work has examined possible factors involved in this relationship. One hundred and forty-four participants completed an online questionnaire assessing relationships between loot box use, problem gambling and gaming, and video game streaming behaviors. Bivariate correlations revealed no significant associations between risky loot box use and problem gambling or between problem gambling and problem gaming. Significant associations were found between risky loot box use and motivations for loot box engagement, and between motivations for loot box engagement and problem video gaming. Non-parametric tests also revealed that individuals who watch video game streaming content (e.g., Twitch gaming streams) were more likely to open loot boxes.

Implications statement: These findings emphasize the need to further explore motivations for loot box engagement and its relation to problem gambling. Video game streaming may be an important factor in understanding the nature and use of loot boxes.

Keywords

gambling, loot boxes, video games, motivations, Twitch

Author Bios

Dr. Will Shead is an Associate Professor in the Department of Psychology at Mount Saint Vincent University in Halifax, Nova Scotia, Canada. He has a Ph.D. in Clinical Psychology from the University of Calgary. His gambling research has examined impulsivity, risk taking, sports betting, poker, and mindfulness.

Breanna Huggan, B.A. (Honours) is a recent graduate of Mount Saint Vincent University in Halifax, Nova Scotia, Canada. She graduated with her B.A. (Honours) in Psychology in Spring 2022 with first-class honours.

Funding Sources

No funding sources for either author.

Competing Interests

No competing interests for this research.

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May 23rd, 3:45 PM May 23rd, 5:15 PM

Motivations for Loot Box Engagement in Video Games and Related Characteristics

Park MGM, Las Vegas, NV

Presentation Abstract: Loot boxes are features of some video games that contain random gameplay-enhancing or cosmetic items. Players may purchase loot boxes with real-world currency which has led to growing concern that loot boxes are a form gambling without regulations and age restrictions. Previous research has found associations between loot box purchases and problem gambling but limited work has examined possible factors involved in this relationship. One hundred and forty-four participants completed an online questionnaire assessing relationships between loot box use, problem gambling and gaming, and video game streaming behaviors. Bivariate correlations revealed no significant associations between risky loot box use and problem gambling or between problem gambling and problem gaming. Significant associations were found between risky loot box use and motivations for loot box engagement, and between motivations for loot box engagement and problem video gaming. Non-parametric tests also revealed that individuals who watch video game streaming content (e.g., Twitch gaming streams) were more likely to open loot boxes.

Implications statement: These findings emphasize the need to further explore motivations for loot box engagement and its relation to problem gambling. Video game streaming may be an important factor in understanding the nature and use of loot boxes.