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You Pay, You Play? Understanding Loot Box Engagement, Demographic Profiles and Associations with Gambling and Gaming
Bernadeta Lelonek-Kuleta1, Andrzej Cudo2, Jonathan David3
1John Paul II Catholic University of Lublin, Institute of Psychology, Lublin, Poland. bernadetalelonek@kul.pl.
Abstract:
Previous research suggests that loot box engagement is associated with gambling problems and gaming disorder symptoms, but population-based evidence from Central and Eastern Europe is limited. The present research aimed to examine sociodemographic characteristics of loot box engagement in Poland and to investigate its association with gambling problems and gaming disorder symptoms. Study 1 used a representative sample of Polish Internet users with 643 active gamers (319 female; M = 40.02 years; SD = 15.33; age range: 18-79). Study 2 included 1012 gamers (547 female; M = 33.86 years; SD = 10.05; age range: 16-72) who made payments in free electronic games. Study 3 involved 2021 gamers (1027 females; M = 34.88 years; SD = 10.70; age range: 18-75) who played games with loot boxes. We assessed loot box engagement, sociodemographic variables, and indicators of gambling problems and gaming disorder symptoms. In Study 1, playing games with loot boxes was more common among males, younger individuals, students, those with less education, and single participants. In Studies 2 and 3, opening loot boxes was associated with greater GP and higher GD symptoms. Paying for loot boxes was associated with higher gambling frequency, GP, and GD symptoms in Study 3. Stronger correlations between GP and GD symptoms were observed among gamers who paid for loot boxes. Loot box engagement, particularly paid use, is associated with gambling and gaming-related problems in Polish adults. Greater engagement with loot boxes may blur the boundary between gaming and gambling.
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