School of Psychology, University of Plymouth, Plymouth Devon PL4 8AA, UK.
Cyberpsychology Research Group, Department of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK.
Addict Behav. 2021 Jun;117:106851. doi: 10.1016/j.addbeh.2021.106851. Epub 2021 Feb 3.
Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. < $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as "whales". It is not known what proportion of industry profits are derived from such players, and whether they are typically wealthy individuals and/or problem gamblers.
We used structured literature searches to identify surveys of gamers with open-access loot box data. The resulting datasets were aggregated, and correlations between loot box expenditure, problem gambling and earnings investigated using Spearman's rho correlations.
The combined open-access data comprised 7,767 loot box purchasers (5,933 with self-report earnings). Secondary analysis of this self-report data confirmed that disproportionate revenue appears to be generated from high-level spenders: the top 5% of spenders (> $100/month) represent half of loot box revenue. Previously reported correlations between problem gambling and loot box expenditure were confirmed, with an aggregate correlation of ρ = 0.34, p < .001. In contrast, there was no significant correlation between loot box spend and earnings ρ = 0.02, p = .10.
Our secondary analysis suggests that games developers (unwittingly or not) are disproportionately profiting from moderate and high-risk gamblers, rather than high earning customers. Such patterns of spending mirror those observed with gambling revenues, and have implications for harm minimisation and ongoing policy debates around loot boxes.
游戏中的战利品宝箱是一种可购买的随机奖励机制。由于其在结构和心理上与赌博存在相似之处,人们担心购买战利品宝箱可能与问题赌博有关。尽管每月的支出通常较为适度(即<20 美元),但分布高度偏斜,少数高消费玩家(有时称为“鲸鱼”)占据了大部分支出。目前尚不清楚行业利润中有多少来自这些玩家,以及他们是否通常是富裕的个人和/或问题赌徒。
我们使用结构化文献检索来确定对有开放的战利品宝箱数据的游戏玩家进行的调查。对得到的数据集进行了汇总,并使用斯皮尔曼 rho 相关系数分析了战利品宝箱支出、问题赌博和收入之间的相关性。
合并的开放数据包括 7767 名购买过战利品宝箱的玩家(5933 名玩家报告了自己的收入)。对这些自我报告数据的二次分析证实,不成比例的收入似乎是由高消费者创造的:前 5%的高消费者(每月花费超过 100 美元)占战利品宝箱收入的一半。之前报告的问题赌博与战利品宝箱支出之间的相关性得到了确认,总体相关系数为 ρ=0.34,p<0.001。相比之下,战利品宝箱支出与收入之间没有显著相关性 ρ=0.02,p=0.10。
我们的二次分析表明,游戏开发者(有意或无意)不成比例地从中度和高风险赌徒身上获利,而不是从高收入客户身上获利。这种消费模式与赌博收入观察到的模式相似,对减少伤害和围绕战利品宝箱的持续政策辩论具有影响。