Telematics and Informatics Reports (Dec 2022)

Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team

  • Jeroen S. Lemmens

Journal volume & issue
Vol. 8
p. 100023

Abstract

Read online

The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes). Loot boxes have been compared to gambling mechanics as they may both reinforce problematic behavior. Results showed employment status and sensitivity for rewards predicted spending on loot boxes, and that this behavior was motivated by the need for competence, autonomy and relatedness. Severity of gaming disorder also positively predicted spending behavior, both directly and indirectly through players’ need for autonomy. Although time spent playing was the strongest predictor of in-game success, the amount of money spent on loot boxes also improved players’ in-game ranking. Combined, gaming disorder and the perceived benefits to players’ ranking, competence, autonomy and relatedness contribute to the financial success of this monetization mechanic.