ArticleScientific reports2022
Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.
Article in Scientific reports, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers.
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Who cites it
12 citing papers in PubMed, 34 citations in OpenAlex.
- Psychological mechanisms in video game monetization: A typology of contemporary strategies beyond loot boxes.Journal of behavioral addictions · 2026Review
- Sex differences, perceived stress, gaming motives, and gambling-like attitudes toward loot-boxes predict risky loot box use among Polish gamers.Scientific reports · 2026Article
- Net Promoter Score inversion may signal problematic digital use.Scientific reports · 2025Article
- Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea.Acta psychologica · 2025Article
- Loot box spending is associated with greater distress when normalized to disposable income: a reanalysis and extension of EtchellsRoyal Society open science · 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
- Article
- The associations between autistic characteristics and microtransaction spending.Scientific reports · 2024Article
- The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults.Journal of behavioral addictions · 2024Article
- Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling.Addictive behaviors reports · 2023Article
- Article
Corrections and comments
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Authors and funding
3 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.
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Registered trials
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.