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2021 ◽  
Author(s):  
Chanel Larche

Video-game loot boxes are a popular form of microtransaction that have been widely criticized for their structural similarities to gambling. Recent research linking loot box expenditure to gambling activity has illuminated potential harms associated with loot box use. However, whether the harms differ between earning loot boxes through gameplay versus acquiring loot boxes through purchasing remains understudied. This pre-registered study explores gambling, gaming and loot box-related harms between loot box purchasers and earners in the scope of the game Overwatch. To our knowledge, this is the first study to assess loot box-related harms in a single game. We found that loot box purchasers experienced greater video-game related expenditure harms, risky loot box use, impulsivity related to planning and reward reactivity in comparison to loot box earners. Surprisingly, Overwatch loot box earners displayed greater gambling-related harms and there were no differences in general problem video-gaming between the two groups. Our results suggest that the relationship between loot box purchasing and gambling is in need of refined examination. Particularly, our results indicate that potential harms stemming from loot box engagement should be assessed on a game-by-game basis in order to better understand the potentially problematic nature of loot box use.


2021 ◽  
pp. 146144482110271
Author(s):  
Stuart Gordon Spicer ◽  
Laura Louise Nicklin ◽  
Maria Uther ◽  
Joanne Lloyd ◽  
Helen Lloyd ◽  
...  

Loot boxes (LBs) are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike. Initial evidence suggested that LB engagement might be associated with both problem gambling (PG) and problem video gaming (PVG). We therefore conducted a systematic review of the evidence for associations between LB purchasing, PG and PVG. For LB/PG, 12 of 13 publications reported a positive relationship, with a moderately sized mean effect of r = .27. For LB/PVG, the mean effect was r = .40, although this finding was drawn from only six surveys in total. For PG/PVG, the mean effect was r = .21, with only 11 of 20 studies reporting significant effects. While further evidence is required to determine the direction of causality, the strength of relationships suggests that policy action on LBs may have benefits for harm minimisation.


2021 ◽  
Vol 46 ◽  
Author(s):  
Chanel J Larche ◽  
Peter Tran ◽  
Tyler B Kruger ◽  
Navi Dhaliwal ◽  
Mike J Dixon

Playing video games to escape daily life is associated with problem video gaming and depression. Playing to escape is an especially common motive among players of role-playing games (RPGs). Given that RPGs are highly immersive, a possible source of positive affect for depressed escape players may be the rewarding aspects of flow or immersion. We aimed to ascertain whether players who report gaming to escape are more prone to experiencing flow while playing RPGs but not arcade-type platform games. In Experiment 1, we measured the depression symptoms and player motives of 56 participants while they played an RPG. We measured subjective arousal, flow, and positive affect after each condition of an ABBA design (A was a control condition featuring a simplified game, B the fully immersive game). In Experiment 2, we recruited 65 players to play a simple platform game (also measuring problem video gaming and mindfulness). In both studies, we contrasted those in the upper tercile of escape motivation scores with those in the lower tercile of these scores. Escape gamers (n = 20) had greater flow and positive affect while playing an RPG (Experiment 1) than did non-escape players (n = 19), but escape (n = 22) and non-escape (n = 22) gamers did not differ in flow and affect when playing a platform game (Experiment 2). Gaming to escape was significantly correlated with depression in Experiment 1. Experiment 2 showed that escape gaming was associated with problem video gaming and mindfulness problems. These findings suggest that escape gamers may find relief through the enjoyment of experiencing flow, but only in immersive games.RésuméLa pratique des jeux vidéo comme moyen de s’évader de la vie quotidienne est associée au problème de la dépendance au jeu et à la dépression. Cette motivation s’observe particulièrement chez les adeptes de jeux de rôle. Étant donné la nature fortement immersive de ces derniers, l’expérience gratifiante que procure la fluidité/l’immersion pourrait être une source possible d’affect positif pour les joueurs déprimés. Nous avons voulu savoir si les joueurs qui disent pratiquer les jeux vidéo par désir d’évasion font davantage l’expérience de la fluidité dans le cadre des jeux de rôle que dans les plateformes de jeux de type arcade. Dans la 1re expérience, nous avons évalué la symptomatologie dépressive et les motivations chez 56 joueurs dans le cadre d’un jeu de rôle. Nous avons mesuré le degré d’excitation subjective, de fluidité et d’affect positif au terme de deux situations de jeu suivant un modèle ABBA (A correspondant à un jeu simplifié, B à un jeu pleinement immersif). Dans la 2e expérience, 65 joueurs ont joué à un simple jeu de plateforme (tout en évaluant leur degré de dépendance aux jeux vidéo et leur capacité d’attention). Dans chaque cas, on a comparé les résultats des tertiles supérieur et inférieur relativement au désir d’évasion. Les joueurs en quête d’évasion (n=20) ont montré une fluidité et un affect positif supérieurs par rapport aux autres joueurs (n=19) dans le cadre du jeu de rôle (1re expérience); toutefois, aucune différence n’a été relevée entre les deux groupes, ni sur le plan de la fluidité, ni sur le plan de l’affect, dans le cadre du jeu de plateforme (2e expérience). La pratique des jeux vidéo comme moyen d’évasion est fortement corrélée avec la dépression dans la 1re expérience; la 2e montre qu’elle est associée à la dépendance au jeu et à des problèmes de capacité d’attention. Ces résultats laissent penser que le plaisir associé à l’expérience de la fluidité procure peut-être aux joueurs qui pratiquent les jeux vidéo un sentiment de soulagement, mais que cela se produirait uniquement dans les jeux immersifs.


2021 ◽  
Vol 46 ◽  
Author(s):  
Jeffery Biegun ◽  
Jason D Edgerton ◽  
Matthew T Keough

Recently there has been growing interest in identifying links between video game playing and problem gambling. As video games continue to take on more gambling-like elements such as loot boxes, there is rising concern that they represent a potential pathway towards problem gambling. In this study, we explored video gamer profiles in a sample of Canadian undergraduate university students (n = 687) to examine whether subgroups of gamers had different risk profiles for problem video gaming and/or problem gambling. Three predominant subgroups emerged: universal, free-to-play, and general gamer classes. Whereas the free-to-play class was associated with higher average amounts of time spent playing video games, the universal class was associated with higher average scores on measures of problem video gaming, problem gambling, and impulsivity. Although motivational differences were evident, there were no significant mental health differences among subgroups in this sample.RésuméOn s’intéresse de plus en plus depuis peu de temps à l’établissement de liens entre la pratique des jeux vidéo et le jeu compulsif. À mesure que les jeux vidéo comportent davantage d’éléments de jeux de hasard comme des coffres à butin, on s’inquiète davantage du fait qu’ils puissent mener au jeu compulsif. Cette étude a examiné le profil de joueurs de jeux vidéo parmi un échantillon d’étudiants canadiens de premier cycle (n = 687) afin de déterminer si les sous-groupes de joueurs présentaient un profil de risque différent pour le jeu vidéo compulsif et/ou le jeu compulsif. Trois sous-groupes prédominants sont ressortis : universel, gratuit et général. Le groupe des jeux gratuits était associé à une plus grande quantité de temps consacrée à jouer à des jeux vidéo, le groupe universel était associé pour sa part à un pointage moyen plus élevé au titre des paramètres de mesure du jeu vidéo compulsif, du jeu compulsif et de l’impulsivité. Les différences de motivation étaient évidentes, mais les sous-groupes de cet échantillon ne présentaient aucune différence importante sur le plan de la santé mentale.


Author(s):  
Jérémie Richard ◽  
Loredana Marchica ◽  
William Ivoska ◽  
Jeffrey Derevensky

Background: Adolescent victims of bullying are more likely to experience a range of mental health problems. Although research has investigated the relationship between bullying victimization and various addictive behaviors, the impact of bullying on problem video gaming (PVG) remains largely unexplored. The purpose of this study is to investigate the relationship between bullying victimization and PVG as mediated by the presence of internalizing and externalizing problems. Methods: Survey responses were collected from 6353 high-school students aged 12 to 18. Measures include bullying victimization (physical, verbal, cyber and indirect), internalizing (e.g., anxious and depressive symptoms) and externalizing (e.g., aggressive and delinquent problems) problems, and PVG (measured by the Internet Gaming Disorder Scale–Short Form). Results: Mediation analyses indicated that the relationship between verbal bullying and PVG was completely mediated by the presence of internalizing and externalizing problems. The relationship between physical bullying and PVG was completely mediated by externalizing problems and the relationship between cyberbullying and PVG was completely mediated by internalizing problems. Lastly, the relationship between indirect bullying and PVG was partially mediated by externalizing and internalizing problems. Conclusions: Results suggest that different types of bullying victimization are differentially associated with PVG, with mental health symptoms significantly mediating this relationship.


2020 ◽  
Vol 20 (3) ◽  
pp. 539-555 ◽  
Author(s):  
Devin J. Mills ◽  
Loredana Marchica ◽  
Matthew T. Keough ◽  
Jeffrey L. Derevensky

2020 ◽  
pp. 155541201989752 ◽  
Author(s):  
Jeff Biegun ◽  
Jason D. Edgerton ◽  
Lance W. Roberts

Recently, the issue of problem online video game playing and its potential connection with problem gambling has drawn increased attention. Although conceptually similar to many behavioral addictions, there is still no clear consensus on how to best measure and assess problem video game playing. This study validates one proposed measure of problem video gaming—the Problem Video Game Playing Test (PVGT)—in a Canadian undergraduate university student sample. Multivariate results indicate that problem video gaming is positively associated with the average length of time spent gaming, social alienation, and online gaming motives such as competition, escape, coping, recreation, and socializing; but, contrary to the gateway hypothesis, problem gambling and several of its mental health correlates—depression, anxiety, and stress—are not associated with problem video gaming as measured by the PVGT. Limitations and implications of this analysis are discussed.


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