Stuart Spicer

Dr. Stuart Spicer

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 July 2021 in New Media & Society
Verified
Journal Article
Closed access
PDF file
SSStuart Spicer
Stuart Spicer
LNLaura Louise Nicklin
Laura Louise Nicklin
MUMaria Uther
Maria Uther
JLJoanne Lloyd
Joanne Lloyd
HLHelen Lloyd
Helen Lloyd
JCJames Close
James Close
Loot boxes (LBs) are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike. Initial evidence suggested that LB engagement might be associated with both problem gambling (PG) and problem video gaming (PVG). We therefore conducted a systematic review of the evidence for associations between LB purchasing, PG and PVG. For LB/PG, 12 of 13 publications reported a positive relationship, with a moderately sized mean effect of r = .27. For LB/PVG, the mean effect was r = .40, although this finding was drawn from only six surveys in total. For PG/PVG, the mean effect was r = .21, with only 11 of 20 studies reporting significant effects. While further evidence is required to determine the direction of causality, the strength of relationships suggests that policy action on LBs may have benefits for harm minimisation.

1 June 2021 in Addictive Behaviors
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Journal Article
Closed access
JCJames Close
James Close
SSStuart Spicer
Stuart Spicer
LNLaura Louise Nicklin
Laura Louise Nicklin
MUMaria Uther
Maria Uther
JLJoanne Lloyd
Joanne Lloyd
HLHelen Lloyd
Helen Lloyd

30 March 2022 in Addictive Behaviors
Verified
Journal Article
Open access
SSStuart Spicer
Stuart Spicer
CFChris Fullwood
Chris Fullwood
JCJames Close
James Close
LNLaura Louise Nicklin
Laura Louise Nicklin
JLJoanne Lloyd
Joanne Lloyd
HLHelen Lloyd
Helen Lloyd
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or problem gambling. However, such "gateway effects" have not been formally investigated. Using a survey of 1102 individuals who both purchase loot boxes and gamble, we found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or "reverse gateway effects" (gambling causally influencing subsequent loot box engagement). Both subsets of participants had higher scores for problem gambling, problem video gaming, gambling-related cognitions, risky loot boxes engagement, and impulsivity. These individuals also had a tendency for higher loot box and gambling spend; suggesting that potential gateway effects are related to measurable risks and harms. Moreover, the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes. Content analysis of free text responses revealed several reasons for self-reported gateway effects, the most frequent of which were sensation-seeking, normalisation of gambling-like behaviours, and the addictive nature of both activities. Whilst the cross-sectional nature of our findings cannot conclusively establish directions of causality, thus highlighting the need for longitudinal research, we conclude that there is a case for legislation on loot boxes for harm minimisation purposes.

Verified
Journal Article
Open access
PDF file
LNLaura Louise Nicklin
Laura Louise Nicklin
SSStuart Spicer
Stuart Spicer
JCJames Close
James Close
JPJonathan Parke
Jonathan Parke
OSOliver Smith
Oliver Smith
JLJoanne Lloyd
Joanne Lloyd
Excessive engagement with (increasingly prevalent) loot boxes within games has consistently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot boxes, through in-depth interviews with 28 gamers from across the UK. A reflexive thematic analysis categorised reasons for buying into seven “themes”; opening experience; value of box contents; game-related elements; social influences; emotive/impulsive influences; fear of missing out; triggers/facilitators. These themes are described in detail and discussed in relation to the existing literature and motivation theories. This study contributes to understanding ways in which digital items within loot boxes can be highly valued by purchasers, informing the debate around parallels with gambling. Findings that certain motivations were disproportionately endorsed by participants with symptoms of problematic gambling has potential implications for policy and warrants further study.

22 February 2022 in Addiction
Verified
Journal Article
Open access
PDF file
JCJames Close
James Close
SSStuart Spicer
Stuart Spicer
LNLaura Louise Nicklin
Laura Louise Nicklin
JLJoanne Lloyd
Joanne Lloyd
HLHelen Lloyd
Helen Lloyd
Background and Aims: Loot boxes are purchasable randomised rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming. We aimed to measure the association between loot box engagement and socioeconomic correlates.Design: The study was a cross‐sectional online survey using the recruitment platform, Prolific.Setting: United Kingdom (UK).Participants: A cohort of 16 196 UK adults (18 + years) self‐reporting as video gamers.Measurements: Respondents were asked about their game‐related purchasing behaviour (including loot boxes), recent monthly spend on loot boxes and gambling engagement (gambling in any form; gambling online; playing ‘social casino’ games). A range of demographic variables were simultaneously captured, including age, sex, ethnicity, earnings, employment and educational attainment.Findings: Overall, 17.16% of gamers in our cohort purchased loot boxes, with a mean self‐reported monthly spend of £29.12. These loot box purchasers are more likely to gamble (45.97% gamble) than people who make other types of game‐related purchases (on aggregate, 28.13% of non‐loot box purchasers gamble), and even greater still than those who do not make any game related purchases (24.38% gambleP < 0.001). Loot box engagement (as binary yes/no or as monthly spend normalised to earnings) was significantly associated with younger age (P < 0.001 andP < 0.001; respectively, for binary yes/no and monthly spend, adjusted for false discovery rate correction), male sex (P < 0.001 andP = 0.025), non‐university educational attainment (P < 0.001 andP < 0.001) and unemployment (P = 0.003 andP = < 0.001). Lower earners spent a higher proportion of monthly earnings on loot boxes (P < 0.001).Conclusions: The demographic associations of video game loot box engagement (younger age, male sex, non‐university educational attainment and unemployment) mirror those of other addictive and problematic behaviours, including disordered gambling, drug and alcohol misuse.

18 December 2021 in Journal of Clinical Medicine
Verified
Journal Article
Open access
PDF file
JLJoanne Lloyd
Joanne Lloyd
LNLaura Louise Nicklin
Laura Louise Nicklin
SSStuart Spicer
Stuart Spicer
CFChris Fullwood
Chris Fullwood
MUMaria Uther
Maria Uther
JCJames Close
James Close
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.