Guo Peidong, Liu Yueheng, Tan Luyin, Xu Yifan, Huang Haolin, Deng Qijian
Department of Psychiatry, National Clinical Research Center for Mental Disorders, and National Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Hunan, China.
PeerJ. 2025 Mar 25;13:e19164. doi: 10.7717/peerj.19164. eCollection 2025.
Nowadays, many of the top-selling video games include options to purchase loot boxes as paid virtual items. As research progressed, loot boxes have been found to have similar characteristics to gambling, and there has been an ongoing debate as to whether loot boxes can be defined as gambling. In order to better study loot boxes, psychometrically meaningful scales are necessary. The Risky Loot Box Index (RLI) was developed by Brooks and Clark, which is the most commonly used tool to assess the use of loot boxes. This study aimed to translate the original RLI into Chinese and evaluate its psychometric properties. Two samples were recruited through online gaming forums ( = 143) and offline internet cafes ( = 236). An exploratory factor analysis of the online sample yielded a one-dimensional nine-item model, with the factor focused on risky behaviors associated with loot boxes. The confirmatory factor analysis carried out on the offline sample corroborated the results obtained from the exploratory factor analysis, and the Chinese version of the RLI displays satisfactory psychometric properties. Furthermore, the Problem Gambling Severity Index (r = 0.57, < 0.001) and the Internet Gaming Disorder Scale-Short Form (r = 0.67, < 0.001) were found to be significantly associated with the RLI. We also found that players with high RLI scores may have higher levels of anxiety and depression, and they were more willing to spend money on loot boxes, with some spending nearly all their earnings. Interestingly, no significant correlations between age, gender, education, or income level, and the RLI were found.
如今,许多畅销电子游戏都提供购买开箱道具作为付费虚拟物品的选项。随着研究的推进,人们发现开箱道具具有与赌博相似的特征,关于开箱道具是否可被定义为赌博一直存在争议。为了更好地研究开箱道具,需要有心理测量学意义的量表。风险开箱指数(RLI)由布鲁克斯和克拉克开发,是评估开箱道具使用情况最常用的工具。本研究旨在将原始的RLI翻译成中文并评估其心理测量学特性。通过在线游戏论坛招募了一个样本(n = 143),通过线下网吧招募了另一个样本(n = 236)。对在线样本进行的探索性因素分析得出了一个一维九项模型,该因素聚焦于与开箱道具相关的风险行为。对线下样本进行的验证性因素分析证实了探索性因素分析的结果,RLI的中文版显示出令人满意的心理测量学特性。此外,发现问题赌博严重程度指数(r = 0.57,p < 0.001)和互联网游戏障碍量表简版(r = 0.67,p < 0.001)与RLI显著相关。我们还发现,RLI得分高的玩家可能有更高水平的焦虑和抑郁,并且他们更愿意在开箱道具上花钱,有些人几乎把所有收入都花在了这上面。有趣的是,未发现年龄、性别、教育程度或收入水平与RLI之间存在显著相关性。