Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index

Q1 Psychology
David Forsström , Gabriel Chahin , Samuel Savander , Rune A. Mentzoni , Sally Gainsbury
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引用次数: 2

Abstract

Loot boxes are products in videogames that is earned by playing a video game or by buying them. Loot boxes has similar mechanisms as a lottery and there is an ongoing debate if loot boxes are gambling. However, to understand the potential harm of loot boxes valid instruments are needed. An English study psychometrically evaluated an instrument focused on risky loot box use called the Risky Loot Box Index. The study evaluated 12 item scale and based on a factor analysis it was reduced to a five-item scale. The aim of our study is to evaluate a Swedish version of the 12-item instrument from a psychometric perspective. Two samples recruited via an online survey were used. The first sample was recruited from the gambling site Unibet. A mail with an invitation to participate was sent to esports bettors and sport bettors at the gambling site. The second sample was recruited from a Facebook forum focused on e-sports. An invitation was posted on the forum to partake in the study. A total of 195 of respondents (96% men and 4% women) with a mean age of 33.76 (SD = 12.34) answered the Unibet survey and 169 respondents (96% men and 4% women and non-binary) with a mean age of 23.89 (SD = 5.52) answered the Facebook survey. An exploratory factor analysis yielded a two-factor seven item solution. The factors were overconsumption regarding time spent on loot boxes and the other factor was focused on overconsumption of loot boxes in terms of spending money. The confirmatory factor analysis conducted in the Facebook sample validated the result from the exploratory factor analysis. The conclusion of the study is that the Swedish version of the Risky Loot Index has good psychometric properties and can used to measure risky loot box consumption.

Abstract Image

衡量战利品箱消费和消极后果:瑞典版risk loot box Index的心理测量学研究
战利品盒是电子游戏中的产品,玩家可以通过玩游戏或购买获得。战利品箱的机制与彩票类似,关于战利品箱是否属于赌博的争论还在继续。然而,为了理解战利品箱的潜在危害,我们需要有效的工具。一项英语研究从心理测量学上评估了一种专注于冒险战利品箱使用的工具,称为冒险战利品箱指数。该研究评估了12项量表,并根据因素分析将其减少到5项量表。本研究的目的是从心理测量学的角度来评估瑞典版的12项量表。通过在线调查招募的两个样本被使用。第一个样本来自赌博网站Unibet。赌博网站上的电子竞技投注者和体育投注者收到了一封邀请参与的邮件。第二个样本来自Facebook上一个专注于电子竞技的论坛。论坛上张贴了一份参与研究的邀请。共有195名受访者(96%为男性,4%为女性)回答了Unibet调查,平均年龄为33.76岁(SD = 12.34), 169名受访者(96%为男性,4%为女性,非二元)回答了Facebook调查,平均年龄为23.89岁(SD = 5.52)。探索性因素分析产生了一个两因素七项解决方案。其中一个因素是玩家在战利品箱上花费的时间,另一个因素是玩家在战利品箱上花费的金钱。在Facebook样本中进行的验证性因子分析验证了探索性因子分析的结果。该研究的结论是,瑞典版本的风险战利品指数具有良好的心理测量属性,可以用来衡量风险战利品箱的消费。
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来源期刊
Addictive Behaviors Reports
Addictive Behaviors Reports Medicine-Psychiatry and Mental Health
CiteScore
6.80
自引率
0.00%
发文量
69
审稿时长
71 days
期刊介绍: Addictive Behaviors Reports is an open-access and peer reviewed online-only journal offering an interdisciplinary forum for the publication of research in addictive behaviors. The journal accepts submissions that are scientifically sound on all forms of addictive behavior (alcohol, drugs, gambling, Internet, nicotine and technology) with a primary focus on behavioral and psychosocial research. The emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. We are particularly interested in ''non-traditional'', innovative and empirically oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research. Studies that might encourage new lines of inquiry as well as scholarly commentaries on topical issues, systematic reviews, and mini reviews are also very much encouraged. We also welcome multimedia submissions that incorporate video or audio components to better display methodology or findings.
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