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19 pages, 310 KiB  
Article
Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement
by Joanne Lloyd, Laura Louise Nicklin, Stuart Gordon Spicer, Chris Fullwood, Maria Uther, Daniel P. Hinton, Jonathan Parke, Helen Lloyd and James Close
J. Clin. Med. 2021, 10(24), 5949; https://doi.org/10.3390/jcm10245949 - 18 Dec 2021
Cited by 13 | Viewed by 5165
Abstract
Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., “loot boxes”). Given that some individuals—particularly those at risk of disordered gaming and/or gambling—are prone to over-involvement with loot box purchasing, it is important [...] Read more.
Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., “loot boxes”). Given that some individuals—particularly those at risk of disordered gaming and/or gambling—are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the “RAFFLE” scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed “enhancement’; “progression’; “social pressure’; “distraction/compulsion’; “altruism’; “fear of missing out’; and “resale”. The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach’s alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed. Full article
(This article belongs to the Special Issue Gambling, Gaming and Other Behavioural Addictions)
19 pages, 1206 KiB  
Article
Health Promotion through Monetary Incentives: Evaluating the Impact of Different Reinforcement Schedules on Engagement Levels with a mHealth App
by Raoul Nuijten, Pieter Van Gorp, Alireza Khanshan, Pascale Le Blanc, Astrid Kemperman, Pauline van den Berg and Monique Simons
Electronics 2021, 10(23), 2935; https://doi.org/10.3390/electronics10232935 - 26 Nov 2021
Cited by 8 | Viewed by 2979
Abstract
Background: Financial rewards can be employed in mHealth apps to effectively promote health behaviors. However, the optimal reinforcement schedule—with a high impact, but relatively low costs—remains unclear. Methods: We evaluated the impact of different reinforcement schedules on engagement levels with a mHealth app [...] Read more.
Background: Financial rewards can be employed in mHealth apps to effectively promote health behaviors. However, the optimal reinforcement schedule—with a high impact, but relatively low costs—remains unclear. Methods: We evaluated the impact of different reinforcement schedules on engagement levels with a mHealth app in a six-week, three-arm randomized intervention trial, while taking into account personality differences. Participants (i.e., university staff and students, N = 61) were awarded virtual points for performing health-related activities. Their performance was displayed via a dashboard, leaderboard, and newsfeed. Additionally, participants could win financial rewards. These rewards were distributed using a fixed schedule in the first study arm, and a variable schedule in the other arms. Furthermore, payouts were immediate in the first two arms, whereas payouts in the third arm were delayed. Results: All three reinforcement schedules had a similar impact on user engagement, although the variable schedule with immediate payouts was reported to have the lowest cost per participant. Additionally, the impact of financial rewards was affected by personal characteristics. Especially, individuals that were triggered by the rewards had a greater ability to defer gratification. Conclusion: When employing financial rewards in mHealth apps, variable reinforcement schedules with immediate payouts are preferred from the perspective of cost and impact. Full article
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