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Associations between loot box purchasing and gambling behaviours, financial problems, and low mental wellbeing in a household sample from a British island, a cross-sectional study

  • Charley Wilson,
  • Nadia Butler,
  • Zara Quigg,
  • Harry Sumnall

摘要

Aim

This study estimated the prevalence of loot box purchasing and associated sociodemographic factors in a general population of a British island, and explored relationships between loot box purchasing and gambling behaviours, financial problems, and mental wellbeing.

Subject and methods

A cross-sectional survey was undertaken using representative household and supplementary convenience samples with (n = 1,234) residents of a British island aged 16 + years. The Problem Gambling Severity Index (PGSI) was used to assess gambling harm. Financial problems in the past year were defined as having been behind with payments for expenses. The Short Warwick Edinburgh Mental Wellbeing Scale was used to measure mental wellbeing. Purchasing loot boxes in the past year was measured via self-report as: ‘In the last 12 months, have you purchased in-game loot boxes (e.g. weapons, armour, players for a virtual sports team)?’. Analyses were performed using χ2 and binary logistic regressions.

Results

5.9% of participants purchased loot boxes in the past year. There was no significant association between purchasing loot boxes and PGSI score. After controlling for sociodemographics and PGSI score, those who purchased loot boxes in the past year were 3.39 (1.42–8.11; p < 0.01) times more likely to experience financial problems, and 2.99 times (1.46–6.13; p < 0.01) more likely to have low mental wellbeing, compared to those who didn’t purchase loot boxes.

Conclusion

Findings in the current study suggest that purchasing loot boxes is associated with increased odds of experiencing financial problems and low mental wellbeing, independently of gambling behaviours.