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Record W4413375265 · doi:10.1037/adb0001082

Physical card pack and especially video game loot box spending are both positively correlated with problem gambling but not linked to negative mental health: An international survey.

2025· article· en· W4413375265 on OpenAlexfundno aff
Leon Y. Xiao, David Zendle, Elena Petrovskaya, Rune Kristian Lundedal Nielsen, Philip Newall

Bibliographic record

VenuePsychology of Addictive Behaviors · 2025
Typearticle
Languageen
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsnot available
FundersAlberta Gambling Research Institute, University of CalgaryEconomic and Social Research InstituteGambling Research Exchange OntarioCity University of Hong Kong
KeywordsPsychologyMental healthVideo gameDebit cardClinical psychologySocial psychologyApplied psychologyAdvertisingPsychiatryFinanceCredit card

Abstract

fetched live from OpenAlex

OBJECTIVE: Card packs are physical products providing random content that companies rely on to monetize trading or collectible card games. Loot boxes are equivalent digital products inside video games that can similarly be bought to obtain randomized rewards. Both products are psychologically similar to gambling because the player can "win" by obtaining rare and valuable rewards or alternatively "lose" by obtaining nonvaluable rewards. Loot box spending has been repeatedly and reliably linked to problem gambling. However, the link between card pack spending and gambling has been little studied. METHOD: = 1,961) to assess the links between card pack and loot box spending on one hand and problem gambling and mental health outcomes on the other. RESULTS: = 0.22) were all linked to problem gambling but at markedly different strengths. Spending money on all these gambling-like products were not associated with negative mental health. Spending money on certain subcategories of loot boxes differs from overall spending. CONCLUSIONS: The current legal definitions of "gambling" in many countries should be modernized using scientific evidence: Presently, the law (if properly enforced) would regulate products that are less strongly correlated with problem gambling and therefore arguably less potentially harmful (e.g., physical card packs), but fails to regulate arguably more harmful products that are more strongly correlated with problem gambling (e.g., loot boxes). (PsycInfo Database Record (c) 2026 APA, all rights reserved).

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)0.001
metaresearch head score (Gemma)0.004
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.009
Threshold uncertainty score0.023

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.004
Meta-epidemiology (narrow)0.0000.001
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.002
Science and technology studies0.0000.000
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0010.002
Insufficient payload (model declined to judge)0.0070.002

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 head0.069
GPT teacher head0.424
Teacher spread0.354 · 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.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
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

Citations1
Published2025
Admission routes1
Has abstractyes

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