Heightened Risk For People Who Both Gamble Online And Spend Money On Gaming Loot Boxes
A new study has shown those who both gamble online and purchase loot boxes in free to play (F2P) online videogames (dual users) are more likely to be higher risk gamblers and gamers than those who only do one or other of those activities.
Associate Professor Maria Bellringer, director of the Gambling and Addictions Research Centre at AUT, says the study results suggest online gambling should remain a priority in efforts to reduce harm.
"However, because dual users have increased risk of being a moderate risk or problem gambler or gamer and increased risk of experiencing some gambling or gaming harm, public health harm minimisation activities and clinical interventions should also focus on dual users.
Another issue, Bellringer says, is the behaviours are often hidden.
“Access to online gambling and F2P gaming was mainly through personal devices rather than shared devices, increasing opportunity for secretive or long participation and potentially increasing risk for harm.”
The study, funded by Ministry of Health, surveyed 4,180 adults who were categorised as either an online gambler, a F2P gamer, or a mixed gambler-F2P gamer (dual user).
Results showed males were slightly more likely to be online gamblers or dual users, while females were slightly more likely to be F2P gamers.
Higher proportions of F2P gamers and dual users were young adults (18-34 years), while almost half of online gamblers were older adults (55+ years). Māori, Pacific and Asian people were more likely to be dual users.
Older age and people with a high personal income were strongly associated with lower gambling risk and gambling harm.
The study showed dual users experienced the most gambling and gaming harm, with reduced spending money the widest reported issue.
However, a wide range of other harms were also identified including impact on mental health, physical health issues, sleep issues, relationship problems, and issues with employment or education.
Meanwhile regular loot box purchasing was strongly associated with both with being a moderate risk or problem gamer and gaming harm, as were long gaming sessions and spending in the mid-range for microtransactions, such as between $5 and $9.99 per microtransaction.
“Other research has shown that regular purchasing of loot boxes can lead to a migration to gambling,” Bellringer says.
“Together with our findings of heightened risk, it might be time for regulation of loot boxes to be considered, particularly in games marketed to children”
Note:
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