Video game loot boxes are psychologically akin to gambling (original) (raw)

Nature Human Behaviour volume 2, pages 530–532 (2018)Cite this article

Subjects

Video games are increasingly exposing young players to randomized in-game reward mechanisms, purchasable for real money — so-called loot boxes. Do loot boxes constitute a form of gambling?

This is a preview of subscription content, access via your institution

Access options

Access Nature and 54 other Nature Portfolio journals

Get Nature+, our best-value online-access subscription

$29.99 / 30 days

cancel any time

Subscribe to this journal

Receive 12 digital issues and online access to articles

$119.00 per year

only $9.92 per issue

Buy this article

Prices may be subject to local taxes which are calculated during checkout

Additional access options:

References

  1. Essential Facts About the Computer and Video Game Industry (Entertainment Software Association, 2017); http://www.theesa.com/wp-content/uploads/2017/09/EF2017_Design_FinalDigital.pdf
  2. Newman, J. How loot boxes led to never-ending games (and always-paying players). Rolling Stone https://www.rollingstone.com/glixel/features/loot-boxes-never-ending-games-and-always-paying-players-w511655 (2017).
  3. Knaus, C. Gambling regulators to investigate ‘loot boxes’ in video games. The Guardian https://www.theguardian.com/games/2017/nov/24/gambling-regulators-to-investigate-loot-boxes-in-video-games (2017).
  4. Griffiths, M. D. Gaming Law Rev. Econ. 22, 1–3 (2018).
    Article Google Scholar
  5. King, D. L. & Delfabbro, P. Comput. Hum. Behav. 55, 198–206 (2016).
    Article Google Scholar
  6. Lussier, I. D., Derevensky, J., Gupta, R. & Vitaro, F. Psychol. Addict. Behav. 28, 404–413 (2014).
    Article PubMed Google Scholar
  7. Rachlin, H. Psychol. Sci. 1, 294–297 (1990).
    Article Google Scholar
  8. Ferster, C. B. & Skinner, B. F. Schedules of Reinforcement (Appleton-Century-Crofts, New York, NY, 1957).
  9. Griffiths, M. Adolescent Gambling (Psychology Press, London, 1995).
  10. Johansson, A., Grant, J. E., Kim, S. W., Odlaug, B. L. & Götestam, K. G. J. Gambl. Stud. 25, 67–92 (2009).
    Article PubMed Google Scholar

Download references

Author information

Authors and Affiliations

  1. School of Psychology, Massey University, Manawatu, New Zealand
    Aaron Drummond
  2. International Media Psychology Laboratory, Massey University, Manawatu, New Zealand
    Aaron Drummond & James D. Sauer
  3. Psychology, School of Medicine, University of Tasmania, Hobart, Tasmania, Australia
    James D. Sauer

Authors

  1. Aaron Drummond
    You can also search for this author inPubMed Google Scholar
  2. James D. Sauer
    You can also search for this author inPubMed Google Scholar

Corresponding author

Correspondence toAaron Drummond.

Ethics declarations

Competing interests

The authors declare no competing interests.

Rights and permissions

About this article

Cite this article

Drummond, A., Sauer, J.D. Video game loot boxes are psychologically akin to gambling.Nat Hum Behav 2, 530–532 (2018). https://doi.org/10.1038/s41562-018-0360-1

Download citation