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Free for use under the Pixabay Content License

Some players are spending more on loot boxes than they can afford

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Peer-reviewed: This work was reviewed and scrutinised by relevant independent experts.

Some players are spending more on loot boxes than they can afford, according to an analysis of international studies by Aussie authors, who say that this suggests that, for at least some players, loot boxes are potentially financially harmful. The team analysed datasets from two international papers looking at the money spent on loot boxes - purchasable random rewards likened to gambling - in video games, as well as psychological wellbeing and distress. While the studies did not reach consensus on many of the findings, they did find that some players report spending more on loot boxes than they have as disposable income each month. They also found that in at least some contexts, as participants spend a greater proportion of their disposable income on loot boxes, psychological distress increases and psychological well-being decreases.

Journal/conference: Royal Society Open Science

Research: Paper

Organisation/s: University of Tasmania

Funder: No funding was received for this article.

Media release

From: The Royal Society

Loot 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.

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