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Negative / Null Result ReportOpen accessPsychology· cited by 27

Opening Pandora’s Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers

Leon Y. Xiao; Tullia C. Fraser; Philip Newall · 2022 · Journal of Gambling Studies

WASTE classifies this as Negative / Null Result Report · AI classification, approximate

The study found no significant effect — useful as a negative control or null benchmark for your own design.

The finding, in one line

A preregistered survey of People's Republic of China (PRC) video game players (N = 879) failed to replicate this correlation.

Abstract

Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity. A preregistered survey of People's Republic of China (PRC) video game players (N = 879) failed to replicate this correlation. We observed statistically significant but weak positive correlations between loot box expenditure and past-year gambling participation, and between loot box expenditure and impulsiveness. This study cannot prove that loot boxes

Abstract by Leon Y. Xiao; Tullia C. Fraser; Philip Newall, Journal of Gambling Studies (2022) — licensed CC BY 4.0.

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Metadata source: OpenAlex · DOI 10.1007/s10899-022-10148-0