Loot boxes in Spanish adolescents and young adults: relationship with internet gaming disorder and online gambling disorder

dc.contributor.authorGonzález Cabrera, Joaquín
dc.contributor.authorBasterra González, María Aranzazu
dc.contributor.authorMontiel Juan, Irene
dc.contributor.authorCalvete Zumalde, Esther
dc.contributor.authorPontes, Halley M.
dc.contributor.authorMachimbarrena, Juan M.
dc.date.accessioned2025-05-08T13:31:53Z
dc.date.available2025-05-08T13:31:53Z
dc.date.issued2022
dc.date.updated2025-05-08T13:31:53Z
dc.description.abstractIn recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall goal of this study is to ascertain the prevalence of loot box purchasing behavior and its association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). A secondary objective is to develop and analyze the psychometric properties of the Problematic Use of Loot Boxes Questionnaire (PU-LB). A cross-sectional study was conducted among 6633 participants (4236 males, 63.9%, and 4123 minors, 62.2%) with an average age of 16.73 ± 3.40 in a range of 11–30 years. The Spanish versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Online Gambling Disorder Questionnaire (OGD-Q) were used. A total of 2013 (30.4%) participants reported purchasing a loot box in the last 12 months (28.9% among minors). A person who had purchased a loot box in the last 12 months had a prevalence rate (PR) of 3.66 [95% CI 2.66, 5.05] of presenting an IGD, and a PR = 4.85 [IC 95% 2.58, 9.12] of presenting an OGD. The PU-LB exhibited adequate reliability and validity indicators and was positively and significantly related to loot box expenditure, IGDS9-SF, and OGD-Q scores. The results are further discussed, and practical implications and future lines of research proposeden
dc.description.sponsorshipThis study has been funded by the Ministry of Science and Innovation RTI2018-094212-B-I00: (CIBER-AACC)] and by the International University of La Rioja in its Own Research Plan [Grupo Ciberpsicología triennium 2017-2020 and biennium 2020-2022]en
dc.identifier.citationGonzález-Cabrera, J., Basterra-González, A., Montiel, I., Calvete, E., Pontes, H. M., & Machimbarrena, J. M. (2022). Loot boxes in Spanish adolescents and young adults: relationship with internet gaming disorder and online gambling disorder. Computers in Human Behavior, 126. https://doi.org/10.1016/J.CHB.2021.107012
dc.identifier.doi10.1016/J.CHB.2021.107012
dc.identifier.issn0747-5632
dc.identifier.urihttp://hdl.handle.net/20.500.14454/2694
dc.language.isoeng
dc.publisherElsevier Ltd
dc.rights© 2021 The Authors
dc.titleLoot boxes in Spanish adolescents and young adults: relationship with internet gaming disorder and online gambling disorderen
dc.typejournal article
dcterms.accessRightsopen access
oaire.citation.titleComputers in Human Behavior
oaire.citation.volume126
oaire.licenseConditionhttps://creativecommons.org/licenses/by/4.0/
oaire.versionVoR
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