2023
DOI: 10.31219/osf.io/cefnv
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To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity

Abstract: Loot boxes are gambling-like products found in video games that players can buy with real-world money to obtain random rewards. A positive correlation between loot box spending and problem gambling severity has been well-replicated. Some researchers recently argued that this observed positive correlation may be due to participants incorrectly interpreting problem gambling questions as applying to their loot box expenditure. We experimentally tested this alternative explanation for the observed positive correla… Show more

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Cited by 2 publications
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“…By considering gamblers and non-gamblers separately, the present study shows that the inclusion of non-gambling participants affects the strength of the correlation. Future studies should consider screening participants for gambling participation before giving them the PGSI to obtain more accurate results [76] .…”
Section: Discussionmentioning
confidence: 99%
“…By considering gamblers and non-gamblers separately, the present study shows that the inclusion of non-gambling participants affects the strength of the correlation. Future studies should consider screening participants for gambling participation before giving them the PGSI to obtain more accurate results [76] .…”
Section: Discussionmentioning
confidence: 99%