Media release
From: The Royal SocietyLoot box spending associated with greater distress when normalised to disposable income: A reanalysis of Etchells et al. (2022) & Xiao et al. (2024).
Loot boxes are purchasable random rewards in some video games, previously likened to gambling. In one reanalysis, we show that greater loot box spending as a proportion of disposable income is associated with greater psychological distress. In a second reanalysis we show that this does not appear true when shorter distress scales are used in non-western samples. Our findings suggest that loot box spending should be considered in the context of available financial means. Our work also mirrors research on conventional gambling showing some gamblers bet more than they can afford to lose, meeting quintessential definitions of financial harm.