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Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement.
Lloyd, Joanne; Nicklin, Laura Louise; Spicer, Stuart Gordon; Fullwood, Chris; Uther, Maria; Hinton, Daniel P; Parke, Jonathan; Lloyd, Helen; Close, James.
Afiliação
  • Lloyd J; School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.
  • Nicklin LL; Institute of Education, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WS1 3BD, UK.
  • Spicer SG; School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK.
  • Fullwood C; School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.
  • Uther M; School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.
  • Hinton DP; School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.
  • Parke J; Sophro, Newark Beacon Innovation Centre, Cafferata Way, Newark NG24 2TN, UK.
  • Lloyd H; School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK.
  • Close J; School of Psychology, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK.
J Clin Med ; 10(24)2021 Dec 18.
Article em En | MEDLINE | ID: mdl-34945245
ABSTRACT
Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.
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Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Prognostic_studies / Qualitative_research Idioma: En Revista: J Clin Med Ano de publicação: 2021 Tipo de documento: Article País de afiliação: Reino Unido

Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Prognostic_studies / Qualitative_research Idioma: En Revista: J Clin Med Ano de publicação: 2021 Tipo de documento: Article País de afiliação: Reino Unido