Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder

作者:

Highlights:

• Loot boxes (a microtransaction in which gamers pay money for a randomized virtual item) present similarity to gambling.

• Out of 6633 participants (11–30 y/o) 30.4% had purchased a loot box in the last 12 months (28.9% among minors).

• Those who purchased a loot box in the last year had a prevalence rate of 3.66 of presenting an internet gaming disorder.

• Those who purchased a loot box in the last year had a prevalence rate of 4.85 of presenting an online gambling disorder.

• A scale for measuring problematic use of Loot Boxes that presents adequate reliability and validity is presented.

摘要

•Loot boxes (a microtransaction in which gamers pay money for a randomized virtual item) present similarity to gambling.•Out of 6633 participants (11–30 y/o) 30.4% had purchased a loot box in the last 12 months (28.9% among minors).•Those who purchased a loot box in the last year had a prevalence rate of 3.66 of presenting an internet gaming disorder.•Those who purchased a loot box in the last year had a prevalence rate of 4.85 of presenting an online gambling disorder.•A scale for measuring problematic use of Loot Boxes that presents adequate reliability and validity is presented.

论文关键词:Loot boxes,Gaming,IGD,Gambling,Prevalence

论文评审过程:Received 28 May 2021, Revised 8 July 2021, Accepted 6 September 2021, Available online 7 September 2021, Version of Record 9 September 2021.

论文官网地址:https://doi.org/10.1016/j.chb.2021.107012