Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in human behavior reports Pub Date : 2024-12-01 DOI:10.1016/j.chbr.2024.100535
Andree Hartanto, K.T.A.Sandeeshwara Kasturiratna
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Abstract

Background

The integration of loot boxes has emerged as a significant factor contributing to the increasing revenue in the video gaming industry. However, this integration has also led to widespread engagement in risky loot box consumption. To understand the mechanism that drives and sustains such maladaptive behavior, we propose the FoMO-Driven Loot Boxes Spiral Hypothesis – positing that fear of missing out (FoMO) not only triggers initial engagement in risky loot box consumption but also perpetuates a self-reinforcing cycle, where such engagement intensifies subsequent FoMO, leading to further risky loot box consumption.

Method and results

We conducted a 13-week longitudinal study of 252 college students with weekly data collection to examine the bidirectional relation. Using random-intercept cross-lagged panel models, we found significant small-to-moderate cross-lagged effects from FoMO to risky loot box consumption and significant moderate-to-large cross-lagged effects from risky loot box consumption to FoMO.

Implications

Our findings support FoMO as an important trigger for initiating risky loot box consumption. Moreover, once players start engaging with risky loot box consumption, they often find themselves trapped in a reinforcing cycle of FoMO and risky loot box consumption. These findings contributes to our understanding of problematic behavior in digital gaming and have implications for the development of targeted interventions and policies aimed at reducing risky loot box consumption.
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害怕错过和冒险的战利品盒消费之间的纵向双向关系:fomo驱动的战利品盒螺旋假说的证据
战利品盒的整合已经成为电子游戏行业盈利增长的重要因素。然而,这种整合也导致了冒险的战利品盒消费的广泛参与。为了理解驱动和维持这种不适应行为的机制,我们提出了FoMO驱动的战利品盒螺旋假说——假设对错过的恐惧(FoMO)不仅触发了冒险的战利品盒消费的最初参与,而且延续了一个自我强化的循环,这种参与加剧了随后的FoMO,导致进一步的冒险的战利品盒消费。方法与结果我们对252名大学生进行了为期13周的纵向研究,每周收集数据,以检验双向关系。使用随机截点交叉滞后面板模型,我们发现从FoMO到冒险战利品盒消费的显著小到中等的交叉滞后效应,以及从冒险战利品盒消费到FoMO的显著中到大的交叉滞后效应。我们的研究结果支持FoMO是启动冒险战利品箱消费的重要触发因素。此外,一旦玩家开始冒险消费战利品盒,他们通常会发现自己陷入FoMO和冒险消费战利品盒的强化循环中。这些发现有助于我们理解数字游戏中的问题行为,并有助于制定针对性的干预措施和政策,以减少冒险的战利品盒消费。
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