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Dataset Information

Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.


ABSTRACT: Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zeala

SUBMITTER: Drummond A 

PROVIDER: S-EPMC9514709 | biostudies-literature | 2022 Sep

REPOSITORIES: biostudies-literature