Loot box spending in children and adolescents: an exploration of risk and protective factors
dc.contributor.advisor
Williams, Joanne
dc.contributor.author
Joice, Rob
dc.date.accessioned
2024-03-27T13:39:58Z
dc.date.available
2024-03-27T13:39:58Z
dc.date.issued
2024-03-27
dc.description.abstract
INTRODUCTION:
This thesis set out to address two objectives. Firstly, a systematic review was conducted to develop an understanding of the risk and protective factors for loot box spending specifically in children and adolescents. Secondly, the empirical project sought to test the significance of these findings in Scotland and to expand on them, specifically in the domains of problem gaming, impulsivity, and social and emotional wellbeing.
METHODS:
The systematic review identified eleven studies using a predefined selection criteria. The empirical study recruited 32 young people aged 12-14 from a school based in a rural area of Scotland, and 109 young people aged 16-18 via online recruitment. Both groups completed the same digital questionnaire, completing demographic-based questions as well as measures on loot box spending, problem gaming, impulsivity, and emotional/social wellbeing. Responses for both groups were combined and analysed using multiple linear regression to identify significant predictors of loot box spending.
RESULTS:
The systematic review indicated that problem gambling and problem gaming were significant predictors of loot box spending in this population, and that additional factors such as impulsivity, victimisation, and maladaptive coping strategies may be linked. There may also be a small cohort of females for whom problem gambling is a particularly potent predictor of high loot box spend. It also highlighted a need for quantitative studies in Scotland, as well as an opportunity to understand the loot box spending phenomenon through a Clinical Psychology lens.
The empirical project found a significant link between problem gaming and loot box spending in this population. Additionally, impulsivity predicted loot box spending but only in females. Though internalising problems appeared to predict loot box spending in a small school-based recruitment group, problems with social and emotional wellbeing were not significant predictors of loot box spending in the wider sample, though this may be linked to the specificity and sensitivity of these measures according to this sample size.
CONCLUSION:
These findings suggest that further research is required to understand the relationship between loot box spending, problem gaming, and impulsivity in young people. Symptoms of impulsivity and problem gaming call for clinicians to develop understanding of the prevalence of loot box spending, and the potency of these risk factors, in potentially vulnerable CAMHS patients. Understanding this phenomenon in patients with Attention Deficit Hyperactivity Disorder, Autism Spectrum Conditions, Intellectual Disabilities and Emotional Disorders would be of benefit to raise awareness of an apparently prevalent yet clinically undetected risk and in turn develop appropriate risk assessment and psychological intervention.
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dc.identifier.uri
https://hdl.handle.net/1842/41675
dc.identifier.uri
http://dx.doi.org/10.7488/era/4398
dc.language.iso
en
en
dc.publisher
The University of Edinburgh
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dc.subject
Loot boxes
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dc.subject
video gaming
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dc.subject
problem gambling
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dc.subject
problem gaming
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dc.subject
children
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dc.subject
adolescents
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dc.subject
risk factors
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dc.subject
Clinical Psychology
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dc.title
Loot box spending in children and adolescents: an exploration of risk and protective factors
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dc.type
Thesis or Dissertation
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dc.type.qualificationlevel
Doctoral
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dc.type.qualificationname
DClinPsychol Doctorate in Clinical Psychology
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