Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Feb 12, 2024
Date Accepted: Jun 17, 2024

The final, peer-reviewed published version of this preprint can be found here:

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

González-Cabrera J, Caba-Machado V, Díaz-López A, Jiménez-Murcia S, Mestre G, Machimbarrena J

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

JMIR Serious Games 2024;12:e57304

DOI: 10.2196/57304

PMID: 39302638

PMCID: 11429661

Internet Gaming Disorder and Online Gambling Disorder: the Mediating Role of Problematic Use of Loot-Boxes

  • Joaquin González-Cabrera; 
  • Vanessa Caba-Machado; 
  • Adoración Díaz-López; 
  • Susana Jiménez-Murcia; 
  • Gemma Mestre; 
  • Juan Machimbarrena

ABSTRACT

Background:

The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so called `loot-boxes´ (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect two nosologically distinct clinical problems, namely Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD).

Objective:

The objective of the present study was to explore the mediating role of Problematic Use of Loot-Boxes (PU-LB) between IGD and OGD.

Methods:

This cross-sectional and analytical study used incidental sampling from 24 Spanish schools. The final sample consisted of 542 participants (96.5% male) (range 11-30 years) who played video games, bought LBs and gambled online in the last 12 months.

Results:

The results indicated that IGD had no significant direct effect on OGD (p > .05). However, the indirect effect of IGD on OGD through PU-LB was significant (p < .001). Therefore, PU-LB fully mediated the relationship between IGD and OGD. Furthermore, these results were found both in the subsamples of minors (<18 years) and young adults (≥18 years).

Conclusions:

These results may have implications for the video game industry and for decision making by policy makers.


 Citation

Please cite as:

González-Cabrera J, Caba-Machado V, Díaz-López A, Jiménez-Murcia S, Mestre G, Machimbarrena J

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

JMIR Serious Games 2024;12:e57304

DOI: 10.2196/57304

PMID: 39302638

PMCID: 11429661

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.