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Record W4321330233 · doi:10.31219/osf.io/cefnv

To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity

2023· article· en· W4321330233 on OpenAlexfundno aff
Leon Y. Xiao, Philip Newall, Richard J. E. James

Bibliographic record

Venuenot available
Typearticle
Languageen
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsnot available
FundersEuropean Social FundResponsible Gambling FundGambling Research Exchange OntarioEuropean CommissionCity, University of LondonNarodowa Agencja Wymiany AkademickiejSociety for the Study of Addiction
KeywordsVideo gameBox officePsychologyAdvertisingEconomicsEconometricsComputer scienceBusinessMultimedia

Abstract

fetched live from OpenAlex

Loot boxes are gambling-like products found in video games that players can buy with real-world money to obtain random rewards. A positive correlation between loot box spending and problem gambling severity has been well-replicated. Some researchers recently argued that this observed positive correlation may be due to participants incorrectly interpreting problem gambling questions as applying to their loot box expenditure because they see loot box purchasing as a form of ‘gambling.’ We experimentally tested this alternative explanation for the observed positive correlation (N = 2,027), by manipulating whether all participants were given the problem gambling scale as the previous literature generally had (the ‘non-screening’ approach; n = 1,005), or by ‘screening’ participants (n = 1,022) by only giving the problem gambling scale to those reporting recent gambling expenditure. Through the latter screening process, we clarified and calibrated what ‘gambling’ means by providing an exhaustive list of activities that should be accounted for and specifically instructed participants that loot box purchasing is not to be considered a form of ‘gambling.’ Results showed positive correlations between loot box spending and problem gambling across both experimental conditions. In addition, a predicted positive correlation emerged between binary past-year gambling participation and loot box expenditure in the screening group. These experimental results confirm that the association between loot box spending and problem gambling severity is likely not due to participants misinterpreting problem gambling questions as being relevant to their loot box spending. However, problem gambling severity was inflated in the non-screening group, meaning that future research on gambling-like products should include gambling participation screening questions; better define what ‘gambling’ means; potentially exclude non-gamblers from analysis; and, importantly, provide explicit instructions on whether certain activities should not be considered a form of ‘gambling.’

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.011
metaresearch head score (Gemma)0.053
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesMetaresearch
Consensus categoriesnone
DomainCandidate signal: Methods · Consensus signal: none
Study designCandidate signal: Non-randomized trial · Consensus signal: Non-randomized trial
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.989
Threshold uncertainty score0.059

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0110.053
Meta-epidemiology (narrow)0.0010.002
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0010.001
Science and technology studies0.0010.002
Scholarly communication0.0020.003
Open science0.0020.002
Research integrity0.0020.004
Insufficient payload (model declined to judge)0.0090.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.263
GPT teacher head0.551
Teacher spread0.287 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

Study designNon-randomized trial
DomainMethods
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations3
Published2023
Admission routes1
Has abstractyes

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