TY - JOUR
T1 - An Evaluation of Gaming-Related Harms in Relation to Gaming Disorder and Loot Box Involvement
AU - Carey, Patrick Andrew Kerin
AU - Delfabbro, Paul
AU - King, Daniel
PY - 2022/10
Y1 - 2022/10
N2 - The specific nature of harm and functional impairment in the context of gaming disorder (GD) has received limited attention. In this study, we present one of the first concerted attempts to measure the types and degree of harm experienced by people displaying signs of problem gaming. Attempts were made to assess the extent to which types of harm were attributable to gaming as opposed to other factors. The study also investigated potential behavioural indicators of harmful involvement, including exposure to loot boxes. A sample of 471 regular gamers (M = 380, F = 73), recruited through the online platform Prolific, completed a survey where problem gaming was identified using Petry et al.’s (2014) checklist. Individuals who met the cut-off for gaming disorder scored higher than the non-problem group on most dimensions of harm, with physical and psychological types being the most common issues. Loot box expenditure was low (M = $25 in 3 months, for the 10.8% of respondents who played loot boxes) but significantly positively associated with the degree of gaming-related financial harm. This study shows that problem gaming is most strongly associated with physical or psychological harm and that financial harms may manifest in gaming activities that facilitate continuous spending options.
AB - The specific nature of harm and functional impairment in the context of gaming disorder (GD) has received limited attention. In this study, we present one of the first concerted attempts to measure the types and degree of harm experienced by people displaying signs of problem gaming. Attempts were made to assess the extent to which types of harm were attributable to gaming as opposed to other factors. The study also investigated potential behavioural indicators of harmful involvement, including exposure to loot boxes. A sample of 471 regular gamers (M = 380, F = 73), recruited through the online platform Prolific, completed a survey where problem gaming was identified using Petry et al.’s (2014) checklist. Individuals who met the cut-off for gaming disorder scored higher than the non-problem group on most dimensions of harm, with physical and psychological types being the most common issues. Loot box expenditure was low (M = $25 in 3 months, for the 10.8% of respondents who played loot boxes) but significantly positively associated with the degree of gaming-related financial harm. This study shows that problem gaming is most strongly associated with physical or psychological harm and that financial harms may manifest in gaming activities that facilitate continuous spending options.
KW - Gambling
KW - Gaming
KW - Harm
KW - Internet gaming disorder
KW - Loot boxes
UR - http://www.scopus.com/inward/record.url?scp=85107599022&partnerID=8YFLogxK
U2 - 10.1007/s11469-021-00556-5
DO - 10.1007/s11469-021-00556-5
M3 - Article
AN - SCOPUS:85107599022
SN - 1557-1874
VL - 20
SP - 2906
EP - 2921
JO - International Journal of Mental Health and Addiction
JF - International Journal of Mental Health and Addiction
IS - 5
ER -