Evidence map›Paper›PMID 36134206›Full record

ArticleAddictive behaviors reports2022

Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index.

David Forsström, Gabriel Chahin, Samuel Savander, Rune A Mentzoni, Sally Gainsbury

Abstract read
In one paragraph

Article in Addictive behaviors reports, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

5 authors.

David ForsströmCentre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet & Stockholm Health Care Services, Region Stockholm, Stockholm, Sweden.
Gabriel ChahinDepartment of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden.
Samuel SavanderDepartment of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden.
Rune A MentzoniDepartment of Psychosocial Science, University of Bergen, Norway.
Sally GainsburySchool of Psychology, Brain and Mind Centre, Faculty of Science, University of Sydney, Australia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Loot boxes are products in videogames that is earned by playing a video game or by buying them. Loot boxes has similar mechanisms as a lottery and there is an ongoing debate if loot boxes are gambling. However, to understand the potential harm of loot boxes valid instruments are needed. An English study psychometrically evaluated an instrument focused on risky loot box use called the Risky Loot Box Index. The study evaluated 12 item scale and based on a factor analysis it was reduced to a five-item scale. The aim of our study is to evaluate a Swedish version of the 12-item instrument from a psychometric perspective. Two samples recruited via an online survey were used. The first sample was recruited from the gambling site Unibet. A mail with an invitation to participate was sent to esports bettors and sport bettors at the gambling site. The second sample was recruited from a Facebook forum focused on e-sports. An invitation was posted on the forum to partake in the study. A total of 195 of respondents (96% men and 4% women) with a mean age of 33.76 (SD = 12.34) answered the Unibet survey and 169 respondents (96% men and 4% women and non-binary) with a mean age of 23.89 (SD = 5.52) answered the Facebook survey. An exploratory factor analysis yielded a two-factor seven item solution. The factors were overconsumption regarding time spent on loot boxes and the other factor was focused on overconsumption of loot boxes in terms of spending money. The confirmatory factor analysis conducted in the Facebook sample validated the result from the exploratory factor analysis. The conclusion of the study is that the Swedish version of the Risky Loot Index has good psychometric properties and can used to measure risky loot box consumption.

Indexed as

Addictive qualitiesGamblingInstrumentLoot boxesPsychometric evaluation

Identifiers

PMID36134206
PMCPMC9483729

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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.