Evidence map›Paper›PMID 34068271›Full record

ArticleJournal of clinical medicine2021

"It's the Attraction of Winning That Draws You in"-A Qualitative Investigation of Reasons and Facilitators for Videogame Loot Box Engagement in UK Gamers.

Laura Louise Nicklin, Stuart Gordon Spicer, James Close, Jonathan Parke, Oliver Smith, Thomas Raymen, Helen Lloyd, Joanne Lloyd

Abstract read
In one paragraph

Article in Journal of clinical medicine, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers.

0numbers the graph read from it
0cells of the map it votes in
12citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

12 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Laura Louise NicklinCyberpsychology Research Group, Department of Psychology, Faculty of Education, Health and Wellbeing, MC323, University of Wolverhampton, Wolverhampton WV1 1LY, UK.ORCID 0000-0002-6195-9501
Stuart Gordon SpicerSchool of Psychology, Faculty of Health, University of Plymouth, Plymouth, Devon PL4 8AA, UK.ORCID 0000-0001-7585-8886
James CloseSchool of Psychology, Faculty of Health, University of Plymouth, Plymouth, Devon PL4 8AA, UK.ORCID 0000-0002-9316-034X
Jonathan ParkeSophro LTD-Gambling Research and Education, Newark Beacon Innovation Centre, Cafferata Way, Newark NG24 2TN, UK.
Oliver SmithSchool of Law, Criminology and Government, Faculty of Arts, Humanities and Business, 112, 19 Portland Villas, University of Plymouth, Plymouth Devon PL4 8AA, UK.
Thomas RaymenDepartment of Social Sciences, Faculty of Arts, Design and Social Sciences, 223 Lipman Building, Northumbria University, Newcastle upon Tyne NE1 8ST, UK.
Helen LloydSchool of Psychology, Faculty of Health, University of Plymouth, Plymouth, Devon PL4 8AA, UK.
Joanne LloydCyberpsychology Research Group, Department of Psychology, Faculty of Education, Health and Wellbeing, MC323, University of Wolverhampton, Wolverhampton WV1 1LY, UK.ORCID 0000-0003-3891-7247

Funding

GambleAware GambleAware
6 · The paper itself

Abstract

Excessive engagement with (increasingly prevalent) loot boxes within games has consistently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot boxes, through in-depth interviews with 28 gamers from across the UK. A reflexive thematic analysis categorised reasons for buying into seven "themes"; opening experience; value of box contents; game-related elements; social influences; emotive/impulsive influences; fear of missing out; triggers/facilitators. These themes are described in detail and discussed in relation to the existing literature and motivation theories. This study contributes to understanding ways in which digital items within loot boxes can be highly valued by purchasers, informing the debate around parallels with gambling. Findings that certain motivations were disproportionately endorsed by participants with symptoms of problematic gambling has potential implications for policy and warrants further study.

Indexed as

addictiongamblingloot boxesmicrotransactionsmonetisationmotivationsmotivesqualitativevideo-gaming

Identifiers

PMID34068271
PMCPMC8153174

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.