Literature DB >> 33560241

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data.

Soichiro Ide1, Miharu Nakanishi2, Kazutaka Ikeda1, Atsushi Nishida2, Syudo Yamasaki2, Shuntaro Ando3, Mariko Hiraiwa-Hasegawa4, Kiyoto Kasai3.   

Abstract

BACKGROUND: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents' parents.
OBJECTIVE: This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples.
METHODS: In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents' primary caregivers were asked about their loot box purchasing.
RESULTS: Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers' loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48).
CONCLUSIONS: Adolescent loot box purchasing is linked to problem online gaming, but not with parents' loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers. ©Soichiro Ide, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, Atsushi Nishida. Originally published in JMIR Serious Games (http://games.jmir.org), 09.02.2021.

Entities:  

Keywords:  adolescents; gambling; loot box purchasing; primary caregivers

Year:  2021        PMID: 33560241     DOI: 10.2196/23886

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  6 in total

1.  Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children.

Authors:  Jiangyue Hong; Jinghan Wang; Wei Qu; Haitao Chen; Jiaqi Song; Meng Zhang; Yanli Zhao; Shuping Tan
Journal:  Front Psychiatry       Date:  2022-06-09       Impact factor: 5.435

2.  Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.

Authors:  Irene Montiel; Aránzazu Basterra-González; Juan M Machimbarrena; Jéssica Ortega-Barón; Joaquín González-Cabrera
Journal:  PLoS One       Date:  2022-01-27       Impact factor: 3.240

3.  Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index.

Authors:  David Forsström; Gabriel Chahin; Samuel Savander; Rune A Mentzoni; Sally Gainsbury
Journal:  Addict Behav Rep       Date:  2022-09-03

Review 4.  Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.

Authors:  Caterina Primi; Francesco Sanson; Marta Vecchiato; Emilia Serra; Maria Anna Donati
Journal:  Front Psychol       Date:  2022-09-27

5.  No effect of short term exposure to gambling like reward systems on post game risk taking.

Authors:  Nicholas J D'Amico; Aaron Drummond; Kristy de Salas; Ian Lewis; Callan Waugh; Breanna Bannister; James D Sauer
Journal:  Sci Rep       Date:  2022-10-06       Impact factor: 4.996

Review 6.  Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review.

Authors:  Kengo Yokomitsu; Tomonari Irie; Hiroki Shinkawa; Masanori Tanaka
Journal:  Curr Addict Rep       Date:  2021-07-08
  6 in total

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