<p>The aim of the study was to identify factors that may be associated with the risky use of loot box use (RLBU). A cross-sectional online survey was conducted among 1358 Polish gamers (555 males, M = 34.56 years, SD = 10.53) who had opened loot boxes within 12 months. Participants completed measures of RLBU, gaming disorder symptoms, problem gambling, gaming motivation, and perceived stress and answered questions on the box-related cognitions and use. Hierarchical linear regression analyses showed that RLBU was positively associated with frequency of loot box use and spending money, gaming disorder symptoms, gambling problems and higher perceived stress. Participants perceived loot boxes as a positive element of video games and a good way to earn real money. Risky loot box users were motivated to game for achievement and escapism reasons. Females achieved higher scores in RLBU than males and there was a negative relationship between age and RLBU among female gamers. The results suggest that loot box use is associated with online gaming-related activities. The mechanisms underlying RLBU are likely analogous to those observed in other behavioural addictions - particularly gaming and gambling disorders. Excessive engagement with loot boxes may serve as an escapist coping strategy in the context of heightened stress and deficits in stress management. Longitudinal studies based on psychological theories of needs are recommended.</p>

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Sex differences, perceived stress, gaming motives, and gambling-like attitudes toward loot-boxes predict risky loot box use among Polish gamers

  • Bernadeta Lelonek-Kuleta,
  • Andrzej Cudo,
  • Jonathan David,
  • Rafał P. Bartczuk

摘要

The aim of the study was to identify factors that may be associated with the risky use of loot box use (RLBU). A cross-sectional online survey was conducted among 1358 Polish gamers (555 males, M = 34.56 years, SD = 10.53) who had opened loot boxes within 12 months. Participants completed measures of RLBU, gaming disorder symptoms, problem gambling, gaming motivation, and perceived stress and answered questions on the box-related cognitions and use. Hierarchical linear regression analyses showed that RLBU was positively associated with frequency of loot box use and spending money, gaming disorder symptoms, gambling problems and higher perceived stress. Participants perceived loot boxes as a positive element of video games and a good way to earn real money. Risky loot box users were motivated to game for achievement and escapism reasons. Females achieved higher scores in RLBU than males and there was a negative relationship between age and RLBU among female gamers. The results suggest that loot box use is associated with online gaming-related activities. The mechanisms underlying RLBU are likely analogous to those observed in other behavioural addictions - particularly gaming and gambling disorders. Excessive engagement with loot boxes may serve as an escapist coping strategy in the context of heightened stress and deficits in stress management. Longitudinal studies based on psychological theories of needs are recommended.