The potential relationship between loot box spending, problem gambling, and obsessive-compulsive gamers

Author:

Garea Shaun S.1ORCID,Sauer James D.2ORCID,Hall Lauren C.1ORCID,Williams Matt N.1ORCID,Drummond Aaron12ORCID

Affiliation:

1. School of Psychology, Massey University, Palmerston North 4424, Manawatu, New Zealand

2. School of Psychological Sciences, University of Tasmania, Australia

Abstract

AbstractBackground and AimsLoot boxes are digital containers of randomised rewards available in many video games. Individuals with problem gambling symptomatology spend more on loot boxes than individuals without such symptoms. This study investigated whether other psychopathological symptomatology, specifically symptoms of obsessive-compulsive behaviour and hoarding may also be associated with increased loot box spending.MethodsIn a large cross-sectional, cross-national survey (N = 1,049 after exclusions), participants recruited from Prolific, living in Aotearoa New Zealand, Australia, and the United States, provided self-reported loot box spending, obsessive-compulsive and hoarding symptomatology, problem gambling symptomatology, and consumer regret levels.ResultsThere was a moderate positive relationship between loot box spending and obsessive-compulsive symptoms and hoarding. Additionally, greater purchasing of loot boxes was associated with increased consumer regret.Discussion and ConclusionResults identified that those with OCD and hoarding symptomatology may spend more on loot boxes than individuals without OCD and hoarding symptomatology. This information helps identify disproportionate spending to more groups of vulnerable players and may assist in helping consumers make informed choices and also aid policy discussions around the potentialities of harm.

Funder

Royal Society Te Apārangi

Publisher

Akademiai Kiado Zrt.

Subject

Psychiatry and Mental health,Clinical Psychology,General Medicine,Medicine (miscellaneous)

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