Table 2 Binomial linear regression results including all forms of measured game spending as factors, with age as a covariate, and gender and dataset as factors.

From: Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games

Predictor

β

Z

Relative risk [95% CI]

p

Age1

− 0.44

− 7.39

n/a2

< 0.001

Gender: female3

0.35

3.45

1.29 [1.12, 1.48]

< 0.001

Gender: non-binary3

1.09

2.49

2.04 [1.19, 2.92]

0.013

Gender: “prefer-not-to-say”3

0.13

0.19

1.10 [0.36, 2.44]

0.850

Gender: other3

0.03

0.03

1.02 [0.13, 3.22]

0.979

Dataset

− 0.21

− 1.99

0.86 [0.73, 1.00]

0.047

Games purchased

0.06

0.48

1.04 [0.87, 1.24]

0.630

Virtual items purchased

0.15

1.00

1.12 [0.90, 1.37]

0.316

Downloadable content purchased

0.27

1.93

1.22 [1.00, 1.46]

0.053

Loot box purchased

0.62

4.03

1.55 [1.26, 1.85]

< 0.001

  1. 1Age converted to Z-score to generate β.
  2. 2Relative risk inappropriate for age as a continuous covariate.
  3. 3Comparison group: male.