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dc.contributor.authorGonzález Cabrera, Joaquín
dc.contributor.authorBasterra González, Aránzazu
dc.contributor.authorMontiel, Irene
dc.contributor.authorCalvete Zumalde, Esther
dc.contributor.authorPontes, Halley M.
dc.contributor.authorMachimbarrena Garagorri, Juan Manuel
dc.date.accessioned2022-01-26T09:36:51Z
dc.date.available2022-01-26T09:36:51Z
dc.date.issued2022-01
dc.identifier.citationComputers in Human Behavior 126 : (2022) // article ID 107012es_ES
dc.identifier.issn0747-5632
dc.identifier.issn1873-7692
dc.identifier.urihttp://hdl.handle.net/10810/55158
dc.description.abstract[EN] In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall goal of this study is to ascertain the prevalence of loot box purchasing behavior and its association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). A secondary objective is to develop and analyze the psychometric properties of the Problematic Use of Loot Boxes Questionnaire (PU-LB). A crosssectional study was conducted among 6633 participants (4236 males, 63.9%, and 4123 minors, 62.2%) with an average age of 16.73 +/- 3.40 in a range of 11-30 years. The Spanish versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Online Gambling Disorder Questionnaire (OGD-Q) were used. A total of 2013 (30.4%) participants reported purchasing a loot box in the last 12 months (28.9% among minors). A person who had purchased a loot box in the last 12 months had a prevalence rate (PR) of 3.66 [95% CI 2.66, 5.05] of presenting an IGD, and a PR = 4.85 [IC 95% 2.58, 9.12] of presenting an OGD. The PU-LB exhibited adequate reliability and validity indicators and was positively and significantly related to loot box expenditure, IGDS9-SF, and OGD-Q scores. The results are further discussed, and practical implications and future lines of research proposed.es_ES
dc.description.sponsorshipThis study has been funded by the Ministry of Science and Innovation [RTI2018-094212-B-I00: (CIBER-AACC)] and by the International University of La Rioja in its Own Research Plan [Grupo Ciberpsicologia triennium 2017-2020 and biennium 2020-2022]. Open Access funding provided by University of Basque Country UPV/EHU.es_ES
dc.language.isoenges_ES
dc.publisherElsevieres_ES
dc.relationinfo:eu-repo/grantAgreement/MICIU/RTI2018-094212-B-I00es_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectloot boxeses_ES
dc.subjectgaminges_ES
dc.subjectIGDes_ES
dc.subjectgamblinges_ES
dc.subjectprevalencees_ES
dc.titleLoot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorderes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.holder© 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)es_ES
dc.rights.holderAtribución 3.0 España*
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S0747563221003356?via%3Dihubes_ES
dc.identifier.doi10.1016/j.chb.2021.107012
dc.departamentoesPsicología Clínica y de la Salud y Metodología de Investigaciónes_ES
dc.departamentoeuPsikologia Klinikoa eta Osasunaren Psikologia eta Ikerketa Metodologiaes_ES


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© 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)
Except where otherwise noted, this item's license is described as © 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)