Loot boxes (randomised rewards in video games) possess structural similarities to traditional forms of gambling, with a well-documented and robust link between problem gambling symptomatology and loot box spending. In this research, we present two studies investigating the role of impulsivity (an established predictor for problem gambling behaviour) and reward/punishment sensitivity in predicting loot box spending. Across two samples, recruited from MTurk (n = 342) and Prolific Academic (n = 1142), Positive Urgency and Sensation Seeking (measured using the short UPPS-P) and BAS-Drive (measured using the BIS/BAS) were positively correlated with loot box spending. Combined, results indicate a positive reinforcement process is important in understanding loot box spending but provide evidence against a negative reinforcement mechanism (i.e., purchasing loot boxes to mitigate negative affect). Beyond problem gambling symptomatology, impulsivity may play a role in loot box purchasing. However, the impulsive factors implicated in loot box purchasing appear to differ in some ways from those implicated in problem gambling.
History
Publication title
Telematics and Informatics: An International Journal on Telecommunications and Internet Technology
Volume
78
Article number
101952
Number
101952
Pagination
1-15
ISSN
0736-5853
Department/School
School of Psychological Sciences
Publisher
Elsevier Ltd
Place of publication
United Kingdom
Rights statement
Copyright (2023) Elsevier Ltd. This is an open access article under the terms of the Creative Commons Attribution License, (https://creativecommons.org/licenses/by/4.0/), which permits use, distribution and reproduction in any medium, provided the original work is properly cited.
Repository Status
Open
Socio-economic Objectives
Animation, video games and computer generated imagery services