2021
DOI: 10.3390/jcm10245949
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Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement

Abstract: Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., “loot boxes”). Given that some individuals—particularly those at risk of disordered gaming and/or gambling—are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and… Show more

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Cited by 13 publications
(17 citation statements)
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“…Presently, two main instruments measure aspects of loot box purchases. The Reasons And Facilitators For Loot box Engagement scale ( Lloyd et al, 2021 ) measures the motivations for loot box use, whereas the Risky Loot Box Index (RLI) ( Brooks & Clark, 2019 ) investigates risky loot box use and problematic behaviors and actions to acquire loot boxes. The RLI, originally devised as 12-item scale and psychometrically evaluated, is a one-factor solution with five items after several iterations ( Brooks & Clark, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Presently, two main instruments measure aspects of loot box purchases. The Reasons And Facilitators For Loot box Engagement scale ( Lloyd et al, 2021 ) measures the motivations for loot box use, whereas the Risky Loot Box Index (RLI) ( Brooks & Clark, 2019 ) investigates risky loot box use and problematic behaviors and actions to acquire loot boxes. The RLI, originally devised as 12-item scale and psychometrically evaluated, is a one-factor solution with five items after several iterations ( Brooks & Clark, 2019 ).…”
Section: Introductionmentioning
confidence: 99%
“…Loot box researcher should therefore seek to better understand how the experiential value of video games and their resulting communities how the significance of video games and their resulting communities contribute to loot box expenditure. Some initial findings along these lines are that heavy gamers tend to also spend more on loot boxes (Li et al, 2019), and that some gamers report purchasing loot boxes because of social pressure from other gamers 10 (Lloyd et al, 2021). However, this research needs to be taken further.…”
Section: Empirical and Conceptual Dissimilarities Between Loot Boxes ...mentioning
confidence: 94%
“…We provided participants with a definition of loot boxes that was previously used with UK videogame players [61] and then asked them how much money they spent on loot boxes in the past month as shown in Figure 2.…”
Section: Loot Box Expenditurementioning
confidence: 99%