ArticleCyberpsychology, behavior and social networking2021
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.
Article in Cyberpsychology, behavior and social networking, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 31 papers.
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Who cites it
31 citing papers in PubMed.
- You Pay, You Play? Understanding Loot Box Engagement, Demographic Profiles and Associations with Gambling and Gaming Disorder in Three Polish Studies.Journal of gambling studies · 2026Article
- Psychological mechanisms in video game monetization: A typology of contemporary strategies beyond loot boxes.Journal of behavioral addictions · 2026Review
- When Gaming Becomes Like Gambling: The Role of Flow, Immersion, Craving, and Self-control in Risky Loot Box use among Polish gamers.Journal of gambling studies · 2026Article
- Impulsivity, Cognitive Distortions, and Problem Gambling Among Spanish Adults Who Gamble: Exploring the Moderating Role of Gambling Self-Efficacy.European journal of investigation in health, psychology and education · 2026Article
- Gambling Progression in Young Adults Following Online Casino-Gambling Legalization in Switzerland.Journal of gambling studies · 2026Article
- Frequency of gambling, mental health, and financial stress among young adults.BMC public health · 2025Article
- Legal and regulatory responses to online gambling harms: a scoping review of evidence.Harm reduction journal · 2025Article
- The Role of Videogame Micro-Transactions in the Relationship Between Motivations, Problem Gaming, and Problem Gambling.Journal of gambling studies · 2025Article
- Engagement in New Gambling Practices and its Association with Gambling Disorder, Impulsivity, and Cognitive Distortions: Findings from a Nationally Representative Sample of Spanish Gamblers.Journal of gambling studies · 2025Article
- Associations between alcohol consumption and spending on gambling like mechanisms in video games.Scientific reports · 2025Article
- A longitudinal replication study testing migration from video game loot boxes to gambling in British Columbia, Canada.BMC psychology · 2025Article
- Online Gambling and At-Risk Gambling Behaviour in a Cross-Sectional Survey Among 13-19 Year-Old Adolescents in Barcelona.Journal of gambling studies · 2025Article
- How gacha gaming and life quality shape problem gambling risk: insights from a cross-sectional study using Hong Kong-based online survey of young adults.Frontiers in psychiatry · 2025Article
- Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study.Journal of behavioral addictions · 2024Article
- The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study.JMIR serious games · 2024Article
- Exploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships.Royal Society open science · 2024Article
- Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses.Royal Society open science · 2023Article
- Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling.Addictive behaviors reports · 2023Article
- A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors.Journal of behavioral addictions · 2023Article
- Gambling participation among Connecticut adolescents from 2007 to 2019: Potential risk and protective factors.Journal of behavioral addictions · 2023Article
Corrections and comments
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Authors and funding
2 authors.
Funding
Abstract
With the introduction of gambling-like features within video games (e.g., loot boxes) new forms of hybrid-gambling products have emerged, yet little is known about their relationship to gambling and problem gambling among those most likely to engage: young people. This article examines the relationship between the purchase of loot boxes, gambling behavior, and problem gambling among young people ages 16-24. Cross-sectional data were analyzed from wave 1 of the Emerging Adults Gambling Survey, an online survey of 3,549 people, aged 16-24. Data were weighted to reflect the age, sex, and regional profile of Great Britain. Measured included past-year purchase of loot boxes, engagement in 17 different forms of gambling (weekly, yearly, and weekly spend); and problem gambling status. Other covariates include impulsivity and sociodemographic status. Young adults who purchase loot boxes are more likely to be gamblers and experience problem gambling than others. In unadjusted regression models, the odds of problem gambling were 11.4 (95% confidence interval [CI] 7.6 to 16.9;
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