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The potential relationship between loot box spending, problem gambling, and obsessive-compulsive gamers.
Garea, Shaun S; Sauer, James D; Hall, Lauren C; Williams, Matt N; Drummond, Aaron.
Afiliação
  • Garea SS; 1School of Psychology, Massey University, Palmerston North 4424, Manawatu, New Zealand.
  • Sauer JD; 2School of Psychological Sciences, University of Tasmania, Australia.
  • Hall LC; 1School of Psychology, Massey University, Palmerston North 4424, Manawatu, New Zealand.
  • Williams MN; 1School of Psychology, Massey University, Palmerston North 4424, Manawatu, New Zealand.
  • Drummond A; 1School of Psychology, Massey University, Palmerston North 4424, Manawatu, New Zealand.
J Behav Addict ; 12(3): 733-743, 2023 Oct 05.
Article em En | MEDLINE | ID: mdl-37594878
ABSTRACT
Background and

Aims:

Loot boxes are digital containers of randomised rewards available in many video games. Individuals with problem gambling symptomatology spend more on loot boxes than individuals without such symptoms. This study investigated whether other psychopathological symptomatology, specifically symptoms of obsessive-compulsive behaviour and hoarding may also be associated with increased loot box spending.

Methods:

In a large cross-sectional, cross-national survey (N = 1,049 after exclusions), participants recruited from Prolific, living in Aotearoa New Zealand, Australia, and the United States, provided self-reported loot box spending, obsessive-compulsive and hoarding symptomatology, problem gambling symptomatology, and consumer regret levels.

Results:

There was a moderate positive relationship between loot box spending and obsessive-compulsive symptoms and hoarding. Additionally, greater purchasing of loot boxes was associated with increased consumer regret. Discussion and

Conclusion:

Results identified that those with OCD and hoarding symptomatology may spend more on loot boxes than individuals without OCD and hoarding symptomatology. This information helps identify disproportionate spending to more groups of vulnerable players and may assist in helping consumers make informed choices and also aid policy discussions around the potentialities of harm.
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Texto completo: 1 Base de dados: MEDLINE Assunto principal: Jogo de Azar / Transtorno Obsessivo-Compulsivo Tipo de estudo: Clinical_trials Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Jogo de Azar / Transtorno Obsessivo-Compulsivo Tipo de estudo: Clinical_trials Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article