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Fundamental Flaws in the Design and Reporting of Chew and Neo (2024)

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

Abstract

Loot boxes are products inside video games that consumers can buy to obtain random rewards. They are prevalently implemented in contemporary video games, including in those deemed suitable for young children. Stakeholders (parents and policymakers) are concerned about their gambling-like nature and potential harms. An established line of research has found positive correlations between loot box spending and problem gambling and problem video gaming that justify stricter regulation. Chew and Neo (2024) also sought to explore these relationships and presented findings that were contrary to the prior literature. In principle, challenging our current knowledge using novel methods can improve the overall reliability of science and should always be encouraged. However, those methods must be sound. Unfortunately, Chew and Neo (2024) was fundamentally flawed due to a major error in its survey materials: in relation to the most important variable, they incorrectly instructed participants that the highly popular video game League of Legends did not contain loot boxes, which was factually incorrect, as the game did sell loot boxes. This significantly affected the accuracy of the data and the subsequent results and interpretation. Besides this fundamental error, the study also suffers from several other critical shortcomings that call its validity into question, including (i) measuring and relying upon an unreliable variable, (ii) potentially unjustified exclusion of participants, and (iii) the misuse of statistics. More proactive engagement with open science practices would have alleviated our concerns or even prevented these issues from arising in the first place. Our analyses suggest that the validity of the results in Chew and Neo (2024) may have been compromised and should be interpreted with caution for meta-analysis and policymaking purposes. © The Author(s) 2025
Original languageEnglish
JournalTrends in Psychology
Online published26 Aug 2025
DOIs
Publication statusOnline published - 26 Aug 2025

Funding

Open access publishing enabled by City University of Hong Kong Library's agreement with Springer Nature L.Y.X. is supported by a Presidential Assistant Professors Scheme Start-Up Research Grant (9382009) awarded by the City University of Hong Kong [香港城市大學] (March 2025). L.Y.X. was supported by a PhD Fellowship funded by the IT University of Copenhagen [IT-Universitetet i København], which is publicly funded by the Kingdom of Denmark [Kongeriget Danmark] (December 2021–November 2024). C.E. is funded by a Marie Skłodowska-Curie Action fellowship, the ‘GamblingEmotion’ Project No. 101150127, under the European Union’s Horizon Europe Programme (https://marie-sklodowska-curie-actions.ec.europa.eu).

Research Keywords

  • Loot boxes
  • Problem gambling
  • Survey design error
  • Post-publication peer review
  • Open science

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