Center for Digital Play, IT University of Copenhagen, Rued Langgaards Vej 7, 2300, Copenhagen, Denmark.
School of Law, Queen Mary University of London, Mile End Road, London, E1 4NS, UK.
J Gambl Stud. 2023 Jun;39(2):645-668. doi: 10.1007/s10899-022-10148-0. Epub 2022 Aug 7.
Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity. A preregistered survey of People's Republic of China (PRC) video game players (N = 879) failed to replicate this correlation. We observed statistically significant but weak positive correlations between loot box expenditure and past-year gambling participation, and between loot box expenditure and impulsiveness. This study cannot prove that loot boxes are not disproportionately purchased by people with problem gambling symptomatology in the PRC or that PRC players are not potentially at risk of loot box-related harms. Instead, the evidence suggests that the relationship between loot boxes and gambling might be weaker in the PRC than in Western countries. We identified multiple unique factors about the PRC that might be affecting this relationship. For example, the lotteries are the only legally permitted form of gambling. More gamified electronic gambling products are unavailable. The limited availability of gambling meant that a low level of gambling participation (n = 87) was observed, which is a limitation of this study. Additionally, the PRC is presently the only country to legally require loot box probability disclosures as a consumer protection measure. Most loot box purchasers (84.6%) reported seeing loot box probability disclosures, but only 19.3% of this group reported consequently spending less money. Most loot box purchasers (86.9%) thought that pity-timers, which increase the winning probabilities of obtaining rarer rewards, are appropriate for implementation. Future loot box research should give greater consideration to differing cultural contexts and novel consumer protection measures.
游戏内的战利品宝箱是一种准赌博性质的虚拟商品,其中包含各种不同价值的随机奖励。此前,西方语境下的研究已经表明,玩家购买战利品宝箱的行为与赌博问题的严重程度呈正相关。一项针对中国(PRC)电子游戏玩家(N=879)的预先注册调查未能复制这一相关性。我们观察到,战利品宝箱支出与过去一年的赌博参与度之间存在统计学上显著但较弱的正相关,与冲动性之间也存在正相关。本研究无法证明在中国,有赌博问题症状的人过度购买战利品宝箱,或者中国玩家不会面临与战利品宝箱相关的风险。相反,证据表明,在中国,战利品宝箱与赌博之间的关系可能比西方国家弱。我们发现了多个可能影响这种关系的中国特有因素。例如,彩票是唯一合法允许的赌博形式。更多类赌博的电子赌博产品不可用。可赌博的项目有限,这意味着观察到的赌博参与度较低(n=87),这是本研究的一个局限性。此外,中国目前是唯一合法要求披露战利品宝箱概率作为消费者保护措施的国家。大多数战利品宝箱购买者(84.6%)报告看到了战利品宝箱概率披露,但只有 19.3%的购买者因此减少了支出。大多数战利品宝箱购买者(86.9%)认为,同情计时器(增加获得更稀有奖励的获胜概率)是合适的。未来的战利品宝箱研究应更多地考虑不同的文化背景和新颖的消费者保护措施。