When Gaming Becomes Like Gambling: The Role of Flow, Immersion, Craving, and Self-control in Risky Loot Box use among Polish gamers
摘要
Loot boxes are in-game items offering randomised rewards, often purchased with real money, and share structural similarities with gambling. Risky loot box use (RLBU) has been associated with gaming disorder (GD) symptoms, gambling-related cognitions, and financial harms. This study examined psychological correlates of RLBU in a sample of Polish gamers. A cross-sectional online survey was conducted among 433 active gamers (216 female, M = 26.95 years, SD = 4.80), who had used loot boxes in the past 12 months. Participants completed measures of RLBU, GD symptoms, craving for gaming, self-control dimensions, flow, immersion, gaming platform use, and time spent on specific game genres. Hierarchical regression analyses showed that RLBU was positively associated with daily loot box use, purchasing loot boxes with real money, flow (absorption), immersion, craving for gaming, and GD symptoms. RLBU was negatively associated with self-control in the goal maintenance domain. Additionally, computer gaming was associated with higher RLBU compared to mobile gaming; however, this relationship was attenuated when psychological variables were included. No specific game genre was significantly associated with RLBU. These findings may suggest that immersive and absorbing gaming experiences, combined with low ability to maintain long-term goals, may increase susceptibility to RLBU, particularly when reinforced by monetary involvement and frequent use. The results may highlight the need for prevention strategies addressing self-control, gaming-related craving, and cognitive biases related to loot box outcomes, as well as consideration of structural game design elements that may foster problematic engagement.