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dc.contributor.authorGonzález Cabrera, Joaquín
dc.contributor.authorBasterra González, Aránzazu
dc.contributor.authorOrtega Barón, Jessica
dc.contributor.authorCaba Machado, Vanessa
dc.contributor.authorDíaz López, Adoración
dc.contributor.authorPontes, Halley M.
dc.contributor.authorMachimbarrena Garagorri, Juan Manuel
dc.date.accessioned2023-06-19T17:41:28Z
dc.date.available2023-06-19T17:41:28Z
dc.date.issued2023-06
dc.identifier.citationComputers in Human Behavior 143 : (2023) // Article ID 107685es_ES
dc.identifier.issn1873-7692
dc.identifier.issn0747-5632
dc.identifier.urihttp://hdl.handle.net/10810/61474
dc.description.abstractIn recent years, the video game industry has introduced Loot Box (LB), a new type of microtransaction in which a gamer uses real currency to purchase a random virtual item within a video game. Recently, LBs became more widespread and there is evidence suggesting their similarity to online gambling. Although some studies have investigated the association between LBs with disordered gaming and disordered gambling, very few have done so with clinical indicators of these problems. Furthermore, to the best of our knowledge no longitudinal evidence of such relationships currently exists in the literature. Therefore, the present study aimed to 1) ascertain the stability of LB purchasing in minors and 2) investigate the associations between LB purchasing with gambling online and online gambling disorder within six months. A prospective cohort study was conducted at two time points six months apart. In total, 2.213 Spanish adolescents (1.067 [48.9%] boys) aged between 11 and 17 years participated in both waves. The purchase of LBs was prevalent and stable in the sample across the six months. While a positive relationship was found between purchasing LBs and online gambling six months later, the relationships between purchasing LBs and the presentation of online gambling disorder and gaming disorder require further study.es_ES
dc.description.sponsorshipUniversidad Internacional de la Rioja (UNIR), Project “Cyberpsychology (Triennium 2017–2020 and 2020–2022). Open Access funding provided by University of Basque Country (UPV/EHU). The funders had no role in study design, data collection and analysis.es_ES
dc.language.isoenges_ES
dc.publisherElsevieres_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/*
dc.subjectloot boxeses_ES
dc.subjectgaming disorderes_ES
dc.subjectgambling disorderes_ES
dc.subjectprevalencees_ES
dc.subjectlongitudinales_ES
dc.subjectmicrotransactiones_ES
dc.titleLoot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective studyes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.holder© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by- nc-nd/4.0/).es_ES
dc.rights.holderAtribución-NoComercial-SinDerivadas 3.0 España*
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S0747563223000365es_ES
dc.identifier.doi10.1016/j.chb.2023.107685
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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© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
Except where otherwise noted, this item's license is described as © 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by- nc-nd/4.0/).