In recent years, there has been a diversification in how the computer gaming industry monetises content across various platforms (including mobile devices). Developers are making increasing use of ‘microtransactions’: small payments, where players can upgrade content, unlock features and remove adverts. One particular type of microtransaction, ‘loot-boxes,’ have come under particular scrutiny – these chance-based microtransactions have a randomly assigned outcome. It has been established that problem gamblers are disproportionately susceptible to loot-box purchasing, leading to suggestions they are psychologically akin to gambling and subsequent legislation in some foreign jurisdictions. Our aim is to investigate the gaming-gambling interface and its impact on mental health and wellbeing, exploring engagement, motivations, barriers and facilitators for interaction with loot-boxes.
A mixed-method investigation of the gaming/gambling interface
Investigate the gaming-gambling interface and its impact on mental health and wellbeing.
![Testing a game out on a table](https://d3bpgcke55gfwt.cloudfront.net/rails/active_storage/representations/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBOGx1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--db0f565f2d8eaa036279a1f7d3b88ae92016c7de/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaDdDRG9MWm05eWJXRjBTU0lJYW5CbkJqb0dSVlE2RkhKbGMybDZaVjkwYjE5c2FXMXBkRnNIYVFKWUFta0NMQUU2Q25OaGRtVnlld2s2RTNOMVluTmhiWEJzWlY5dGIyUmxTU0lIYjI0R093WlVPZ3B6ZEhKcGNGUTZEbWx1ZEdWeWJHRmpaVlE2REhGMVlXeHBkSGxwVUE9PSIsImV4cCI6bnVsbCwicHVyIjoidmFyaWF0aW9uIn19--42754237235ba1e6f9325deaf83c5a2657141cd3/GamesSociety.jpg)