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> New Research Shows Strong Link Between Loot Box Spending And Problem Gambling In Minors, sell fifa mobile coins
viesti 05.07.2019 05:18
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A recent study published in the Royal Society Open Science warns of a strong link between loot box spending and problem gambling in minors. The paper, titled Adolescents and loot boxes: links with problem gambling and motivations for purchase, found that adolescents aged 16-18 who purchased loot boxes were more than twice as likely to display signs of problem gambling as adults who purchased loot boxes.

The study was conducted by David Zendle, a media effects researcher and lecturer at York St. John University. Zendle and his co-authors surveyed 1155 16- to 18-year-olds in order to determine if loot box spending, loot box features, and/or impulsiveness are linked with problem gambling in adolescents. To do so, they posted a voluntary survey to approximately 100 gaming-related subreddits. The survey, which you can view here, collected responses on participants loot box spending habits, reasons for purchasing loot boxes, and self-reported impulsiveness. The survey also included the Canadian Adolescent Gambling Inventory (CAGI) Phase III in order to measure players problem gambling on a standardized scale.

The conclusion of the study also has a couple of very alarming statements. The more money that older adolescents spent on loot boxes, the greater their problem gambling severity. Older adolescents who spent money on loot boxes displayed more than twice as high measurements of problem gambling than those who did not. Adolescent problem gamblers spent more than five times as much money on loot boxes than those who did not have a problem.

There is one clear conclusion that can be drawn from these results: when video game companies allow adolescents to buy loot boxes, they are potentially exposing them to negative consequences. It may be the case that loot box spending in adolescents causes problem gambling. It may be the case that loot boxes allow games companies to monetize problem gambling in these vulnerable populations for 11-digit annual profits. We believe that both relationships may potentially lead to serious adverse consequences for younger gamers.

Loot boxes may have generated up to $30 billion in 2018. It is unclear how much of this revenue has come from adolescents. We would argue that regardless of the profitability of the loot box trade, the risks associated with them are worryingly high.

The study also found a few interesting tidbits about loot box spending. The most common reason (21.9%) given for purchasing loot boxes in the last month was to grant some sort of competitive advantage. The least common reason (.9%) was to make money or turn a profit, likely due to the inability or difficulty to do so in most games. When respondents were asked how long after getting a new game they had purchased their first loot box, a whopping 80.4% stated they did not buy their first loot box until over a month later.
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