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Authors: Davide Valenzona (University of Genoa), Daniel Lloret-Irles (University Miguel Hernández), Elena Gervilla (University of the Balearic Islands)
Background: Gambling-like video games refer to those that incorporate elements of gambling within their gameplay. These simulated gambling features can take various forms, with loot boxes being among the most prevalent. Previous studies have identified a connection between the use of loot boxes and video gaming problematic use, as well as gambling behaviour among adolescents. Simulated gambling may contribute to the normalization of real-money gambling, particularly among children and adolescents. The aim of this work is to analyse the relationship between loot box use and the severity of video gaming and gambling behaviours.
Methods: Participants were 3700 adolescents (age: M = 14.87; SD = .795; Range: 14-17; 50,3% women). Measures: Gambling severity was assessed using the Consumption Screen for Problem Gambling (CSPG), video gaming severity with the Game Addiction Scale for Adolescents (GASA), and depressive symptoms with the scale Center for Epidemiologic Studies-Depression (CES-D). Student's t-statistic was used to contrast the means of the three aforementioned variables between the groups of frequency of use of loot boxes (never, sometimes, and many times) and use/non-use of micropayments.
Results: The frequency of loot box use was associated with higher levels of depressive symptoms (t(699)=-2,030; p=0.021; d=0.179) and an increased likelihood of both video gaming (t(699)=-5.354 ; p<0.001; d=0.473) and gambling addiction (t(698)=-3.992; p<0.001; d=0.353). The use of microtransactions was linked to more severe symptoms of video game addiction (GASA) (t(2153)=5,546; p<.001; d=0.259), and to a lesser extent, with gambling addiction (CSPG) (t(1592.073)=2,156; p=0.016; d=0.092) and depressive symptoms (t(2153)=-2,079; p=0.019; d=0.097).
Discussion: These results highlight the potential psychological and behavioural risks of gambling-like features in video games, emphasizing the need for preventive strategies and regulatory measures to protect young users.
Conflict of interest | The authors declare no conflict of interest |
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