Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team

Open Access
Authors
Publication date 12-2022
Journal Telematics and Informatics
Article number 100023
Volume | Issue number 8
Number of pages 9
Organisations
  • Faculty of Social and Behavioural Sciences (FMG) - Amsterdam School of Communication Research (ASCoR)
Abstract
The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes). Loot boxes have been compared to gambling mechanics as they may both reinforce problematic behavior. Results showed employment status and sensitivity for rewards predicted spending on loot boxes, and that this behavior was motivated by the need for competence, autonomy and relatedness. Severity of gaming disorder also positively predicted spending behavior, both directly and indirectly through players’ need for autonomy. Although time spent playing was the strongest predictor of in-game success, the amount of money spent on loot boxes also improved players’ in-game ranking. Combined, gaming disorder and the perceived benefits to players’ ranking, competence, autonomy and relatedness contribute to the financial success of this monetization mechanic.
Document type Article
Language English
Published at https://doi.org/10.1016/j.teler.2022.100023
Downloads
1-s2.0-S2772503022000214-main (1) (Final published version)
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