ReviewFrontiers in psychology2022
Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.
Review in Frontiers in psychology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Trends and Gender Differences in Gambling with Money between 2018 and 2021: A Population-Based Study among 60,331 Spanish Adolescents.Journal of gambling studies · 2026Article
- Impact of online gambling on youth problem behaviors during COVID-19 periods in South Korea.Scientific reports · 2026Article
- Early Maladaptive Schemas, Psychopathological Symptoms, and Behavioral Addictions in Adolescent Population.European addiction research · 2026Article
- Legal and regulatory responses to online gambling harms: a scoping review of evidence.Harm reduction journal · 2025Article
- Article
- Increased user engagement on YouTube for loot box content and its potential relevance for behavioural addictions.Scientific reports · 2025Article
- Associations between Marketing Exposure, In-game Purchases, Problem Gaming, Simulated Gambling, and Psychological Distress among Adolescents.Journal of gambling studies · 2025Article
- Rules for Online Gaming Regulation in India: The Endgame or We Need to Level Up?Indian journal of psychological medicine · 2024Article
- Wanna Bet? Investigating the Factors Related to Adolescent and Young Adult Gambling.European journal of investigation in health, psychology and education · 2023Article
- Self-harm among youth during the first 28 months of the COVID-19 pandemic in Ontario, Canada: a population-based study.CMAJ : Canadian Medical Association journal = journal de l'Association medicale canadienne · 2023Article
Corrections and comments
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Authors and funding
5 authors.
Funding
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Abstract
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB use would be related to gambling frequency and problem gambling through the intermediary role of video gaming frequency and problem video gaming. We tested our hypothesis before COVID-19-pandemic-related lockdown and during COVID-19-pandemic-related lockdown, in Italy. Study 1 was conducted with 1,078 high school students (39% boys, mean age = 16.46,
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