Loot box consumption by adolescents pre- and post- pandemic lockdown

Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate...

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Bibliographic Details
Main Authors: Whitney DeCamp, Kevin Daly
Format: Article
Language:English
Published: PeerJ Inc. 2023-05-01
Series:PeerJ
Subjects:
Online Access:https://peerj.com/articles/15287.pdf
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author Whitney DeCamp
Kevin Daly
author_facet Whitney DeCamp
Kevin Daly
author_sort Whitney DeCamp
collection DOAJ
description Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate of loot box purchasing in the general population, particularly during and following the COVID-19 pandemic lockdowns. This study uses data from representative samples of American youth to estimate prevalence rates for video game play and loot box consumption before the pandemic (2019) and after the pandemic lockdowns (2022) to examine whether the pandemic has affected loot box usage in the general population and among gamers. The results suggest that youth loot box consumption has increased, rising from 24.9% in 2019 to 31.6% in 2022 among 8th grade (age 13–14) youth. The increase over this time period was larger for girls, though boys are still more likely to purchase loot boxes overall.
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spelling doaj.art-84879087caee403e8fe55810cba9abf62023-12-03T10:30:46ZengPeerJ Inc.PeerJ2167-83592023-05-0111e1528710.7717/peerj.15287Loot box consumption by adolescents pre- and post- pandemic lockdownWhitney DeCamp0Kevin Daly1Department of Sociology, Western Michigan University, Kalamazoo, MI, United States of AmericaMassachusetts Department of Elementary and Secondary Education, Malden, MA, United States of AmericaLoot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate of loot box purchasing in the general population, particularly during and following the COVID-19 pandemic lockdowns. This study uses data from representative samples of American youth to estimate prevalence rates for video game play and loot box consumption before the pandemic (2019) and after the pandemic lockdowns (2022) to examine whether the pandemic has affected loot box usage in the general population and among gamers. The results suggest that youth loot box consumption has increased, rising from 24.9% in 2019 to 31.6% in 2022 among 8th grade (age 13–14) youth. The increase over this time period was larger for girls, though boys are still more likely to purchase loot boxes overall.https://peerj.com/articles/15287.pdfLoot boxesVideo gamesAdolescentsGamingGambling
spellingShingle Whitney DeCamp
Kevin Daly
Loot box consumption by adolescents pre- and post- pandemic lockdown
PeerJ
Loot boxes
Video games
Adolescents
Gaming
Gambling
title Loot box consumption by adolescents pre- and post- pandemic lockdown
title_full Loot box consumption by adolescents pre- and post- pandemic lockdown
title_fullStr Loot box consumption by adolescents pre- and post- pandemic lockdown
title_full_unstemmed Loot box consumption by adolescents pre- and post- pandemic lockdown
title_short Loot box consumption by adolescents pre- and post- pandemic lockdown
title_sort loot box consumption by adolescents pre and post pandemic lockdown
topic Loot boxes
Video games
Adolescents
Gaming
Gambling
url https://peerj.com/articles/15287.pdf
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