REVIEW ARTICLE
Loot boxes – gambling-like mechanisms hidden in digital games A narrative review of psychological processes, addiction risk, and regulation
More details
Hide details
1
Katedra Psychologii Klinicznej i Neuropsychologii, Uniwersytet Marii Curie-Skłodowskiej, Polska
Submission date: 2025-09-10
Acceptance date: 2026-01-09
Publication date: 2026-02-02
Rozprawy Społeczne/Social Dissertations 2026;20(1):1-10
KEYWORDS
TOPICS
ABSTRACT
Abstract: Loot boxes have become a common monetisation strategy in digital games. The aim of
this paper is to review how they relate to gambling-like mechanisms, addiction risk, and regulation. Material and methods: The paper presents a narrative integrative review of empirical studies and
institutional reports on loot boxes. The author conducted targeted searches in PsycINFO, PubMed,
Scopus, and Web of Science and screened selected reports and legal analyses using predefined
inclusion criteria. Results: The review shows that loot boxes reproduce key mechanisms identified in gambling
research, including variable-ratio reinforcement, near-miss effects, and cognitive distortions,
and that spending on loot boxes is significantly associated with problem gambling and, to a lesser
extent, problematic gaming, especially among adolescents. Conclusions: Loot boxes operate in a legal “grey area” in Poland and may contribute to addictionlike
behavioural patterns in vulnerable players, which supports the need to refine regulatory and
preventive frameworks.
REFERENCES (22)
1.
Barton, K. R., Yazdani, Y., Ayer, N., Kalvapalle, S., Brown, S., Stapleton, J., Brown, D. G. (2017). The effect of losses disguised as wins and near misses in electronic gaming machines: A systematic review. Journal of Gambling Studies, 33(4), 1241-1260.
https://doi.org/10.1007/s10899....
2.
Brooks, G. A., Clark, L. (2019). Associations between loot box use, problem gambling and problem video gaming: A representative study of young adults in Great Britain. Addictive Behaviors, 96, 26-34.
https://doi.org/10.1016/j.addb....
3.
Brooks, G. A., Clark, L. (2023). The gamblers of the future? Prospective associations of loot box use with problem gambling and problem video gaming in young adults. Computers in Human Behavior, 141, 107605.
https://doi.org/10.1016/j.chb.....
4.
Clark, L., Lawrence, A. J., Astley-Jones, F., Gray, N. (2009). Gambling near-misses enhance motivation to gamble and recruit win-related brain circuitry. Neuron, 61(3), 481-490.
https://doi.org/10.1016/j.neur....
5.
Cudo, A., Lelonek-Kuleta, B., Bartczuk, R. P. (2024). Psychometric assessment and gender/age invariance of the Polish adaptation of the Risky Loot Box Index. Advances in Cognitive Psychology, 20(2), 105-120.
https://doi.org/10.5709/acp-04....
6.
Czerska, I., Majerska, A. (2023). Micropayments in games using real and virtual currencies – a new challenge for consumer protection? Zeszyty Naukowe Politechniki Śląskiej. Seria: Organizacja i Zarządzanie, 172, 133-149.
7.
Dixon, M. J., MacLaren, V., Jarick, M., Fugelsang, J. A., Harrigan, K. A. (2012). The frustrating effects of just missing the jackpot: Slot machine near-misses trigger large skin conductance responses, but no post-reinforcement pauses. Journal of Gambling Studies, 28(4), 701-717.
https://doi.org/10.1007/s10899....
8.
Entertainment Software Association. (2022). 2022 Essential Facts About the Video Game Industry. Retrieved from:
https://www.theesa.com/resourc... ESA. (Access date: 22.07.2025).
9.
Garea, S. S., Sauer, J. D., Hall, L. C., Williams, M. N., Drummond, A. (2021). Meta-analysis of the relationship between problem gambling, excessive gaming and loot box purchasing. International Gambling Studies, 21(3), 460-480.
https://doi.org/10.1080/144597....
10.
Garea, S. S., Sauer, J. D., Hall, L. C., Williams, M. N., Drummond, A. (2023). Loot box engagement and cognitive distortions in impulsive gamers. Journal of Behavioral Addictions, 12(3), 733-743.
https://doi.org/10.1556/2006.2....
11.
González-Cabrera, J., Basterra-González, A., Ortega-Barón, J., Caba-Machado, V., Díaz-López, A., Pontes, H. M., Machimbarrena, J. M. (2023). Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study. Computers in Human Behavior, 143, 107685.
https://doi.org/10.1016/j.chb.....
12.
Hing, N., Rockloff, M., Russell, A. M. T., Browne, M., Newall, P., Greer, N., King, D. L., Thorne, H. (2022). Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation. Journal of Behavioral Addictions, 11(2), 396-405.
https://doi.org/10.1556/2006.2....
13.
Ide, S., Nakanishi, M., Yamasaki, S., Ikeda, K., Ando, S., Hiraiwa-Hasegawa, M., Kasai, K., Nishida, A. (2021). Adolescent problem gaming and loot box purchasing in video games: Cross-sectional observational study using population-based cohort data. JMIR Serious Games, 9(1), e23886.
https://doi.org/10.2196/23886.
15.
Kristiansen, S., Severin, M. C. (2020). Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey. Addictive Behaviors, 103, 106254.
https://doi.org/10.1016/j.addb....
16.
Lelonek-Kuleta, B., Niewiadomska, I., Chwaszcz, J. (2020). Legal and psychological aspects of loot boxes in Polish law and practice. Annales Universitatis Mariae Curie-Skłodowska. Sectio G (Ius), 67(2), 383-392.
https://doi.org/10.32084/tekap....
17.
Macey, J., Hamari, J. (2019). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, 21(1), 20-41.
https://doi.org/10.1177/146144....
18.
Pisklak, J. M., Yong, J. J. H., Spetch, M. L. (2020). The near-miss effect in slot machines: A review and experimental analysis over half a century later. Journal of Gambling Studies, 36(3), 745-771.
https://doi.org/10.1007/s10899....
20.
Spicer, S. G., Fullwood, C., Close, J., Nicklin, L. L., Lloyd, J., Parke, J., Lloyd, H. (2022). Loot boxes, gambling and problem gaming: Testing the “gateway hypothesis” in a longitudinal study. Addictive Behaviors, 131, 107327.
https://doi.org/10.1016/j.addb....
21.
Xiao, L. Y., Henderson, L. L., Nielsen, R. K. L., Newall, P. W. S. (2022). Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches. Current Addiction Reports, 9(3), 163-178.
https://doi.org/10.1007/s40429....
22.
Zendle, D., Cairns, P., Barnett, H., McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181-191.
https://doi.org/10.1016/j.chb.....