ArticleJMIR serious games2021
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.
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Who cites it
14 citing papers in PubMed, 33 citations in OpenAlex.
- Heavy spenders in digital games: expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents.Frontiers in public health · 2026Article
- Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents.Communications psychology · 2025Article
- Associations between Marketing Exposure, In-game Purchases, Problem Gaming, Simulated Gambling, and Psychological Distress among Adolescents.Journal of gambling studies · 2025Article
- Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region.JMIR serious games · 2025Review
- Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach.Behavioral sciences (Basel, Switzerland) · 2024Article
- Investigating gaming structural features associated with gaming disorder and proposing a revised taxonomical model: A scoping review.Journal of behavioral addictions · 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
- Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index.Addictive behaviors reports · 2022Article
- No effect of short term exposure to gambling like reward systems on post game risk taking.Scientific reports · 2022Article
- Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.PloS one · 2022Article
- Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.Frontiers in psychiatry · 2022Article
- Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.Frontiers in psychology · 2022Review
- Psychosocial Adjustment and Mental Distress Associated With In-Game Purchases Among Japanese Junior High School Students.Frontiers in psychology · 2021Article
- Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review.Current addiction reports · 2021Review
Corrections and comments
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Authors and funding
8 authors at 3 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVideo game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents' parents.
objectiveThis study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples.
methodsIn total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents' primary caregivers were asked about their loot box purchasing.
resultsOf the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers' loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48).
conclusionsAdolescent loot box purchasing is linked to problem online gaming, but not with parents' loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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