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 indi-viduals—particularly those at risk of disordered gaming and/or gambling—are prone to over-in-volvement 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 re-search, 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, respec-tively. Subscales encompassed “enhancement’; “progression’; “social pressure’; “distraction/com-pulsion’; “altruism’; “fear of missing out’; and “resale”. The scale showed good criterion and con-struct 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 gam-bling, and alignment with broader theoretical models of motivation, are discussed.
CITATION STYLE
Lloyd, J., Nicklin, L. L., Spicer, S. G., Fullwood, C., Uther, M., Hinton, D. P., … Close, J. (2021). Development and validation of the raffle; a measure of reasons and facilitators for loot box engagement. Journal of Clinical Medicine, 10(24). https://doi.org/10.3390/jcm10245949
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