| Literature DB >> 35990074 |
Anson Chui Yan Tang1, Paul Hong Lee2, Simon Ching Lam1, Summer Cho Ngan Siu3, Carmen Jiawen Ye4, Regina Lai-Tong Lee5.
Abstract
Objective: The objective of this study is to explore the association of problem gambling with demographics, psychological distress, and gaming behavior in young adult gacha gamers in Hong Kong. Materials and methods: Cross-sectional data was collected in the first and fifth waves of COVID-19 pandemic in Hong Kong online. Participants who aged 18-25 years and had been playing gacha games over the past 12 months were recruited. Stepwise multiple regression was used to explore the association among risk of problem gambling, gaming behavior, participation in gaming activities and psychological distress. A two-sided p-value <0.05 was considered as statistical significance.Entities:
Keywords: Chinese young adults; gacha; problem gambling; psychological distress; video game microtransaction
Year: 2022 PMID: 35990074 PMCID: PMC9389446 DOI: 10.3389/fpsyt.2022.940281
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
Comparison among the three risk levels of problem gambling for demographic and independent variables (N = 337).
| Study variables | Non/low-risk problem gambler ( | Moderate-risk problem gambler ( | High-risk problem gambler ( | |
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| Age (years), M ± SD | 21.44 ± 2.08 | 21.63 ± 2.16 | 22.57 ± 2.05 | .001(1/.001/.004)∧ |
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| Male | 52 (44.4) | 82 (60.3) | 18 (21.4) | <0.001 |
| Female | 65 (55.6) | 54 (39.7) | 66 (78.6) | |
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| Secondary school | 6 (5.1) | 5 (3.7) | 6 (7.1) | 0.057[ |
| Diploma/Certificate | 11 (9.4) | 16 (11.8) | 16 (19.0) | |
| Associate Degree/Higher Diploma | 17 (14.5) | 20 (14.7) | 14 (16.7) | |
| Bachelor’s degree or above | 83 (70.9) | 95 (69.9) | 48 (57.1) | |
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| Participation in gambling activities, Median (IQR) | 1 (0–2) | 1 (0–2) | 1 (1–2) | 0.001 (1/0.001/0.003)[ |
| Motives of gacha purchase, Median (IQR) | 2 (1–3) | 3 (2–4) | 4 (3–6) | <0.001 (<0.001/<0.001 < 0.001)[ |
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| 0–3 h | 94 (80.3) | 84 (61.8) | 38 (45.2) | <0.001 (0.002/<0.001/0.013)[ |
| 4–6 h | 19 (16.2) | 40 (29.4) | 35 (41.7) | |
| 7–9 h | 3 (2.6) | 9 (6.6) | 6 (7.1) | |
| ≥10 h | 1 (0.9) | 3 (2.2) | 5 (6.0) | |
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| ≤ USD$50 | 109 (93.2) | 101 (74.3) | 30 (35.7) | <0.001 (0.004/<0.001/<0.001)[ |
| USD$51-100 | 7 (6.0) | 19 (14.0) | 20 (23.8) | |
| USD$101-200 | 0 (0) | 11 (8.1) | 13 (15.5) | |
| > or = USD201 | 1 (0.9) | 5 (3.7) | 21 (25) | |
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| Depression score | 4 (0–10) | 10 (2–16) | 16 (9–28) | <0.001 (0.003/<0.001 < 0.001)[ |
| Anxiety score | 2 (0–6) | 4 (2–8) | 13 (5–22) | <0.001 (0.012/<0.001 < 0.001)[ |
| Stress score | 4 (0–12) | 10 (4–14) | 18 (12–28) | <0.001 (0.005/<0.001 < 0.001)[ |
M, mean; SD, standard deviation; IQR, Interquartile range; DASS-21-C, Depression, Anxiety, Stress 21 – Chinese version. a: p value between non/low-risk of problem gambler and moderate-risk of problem gambler. b: p value between non/low-risk of problem gambler and high-risk of problem gambler. c: p value between moderate-risk of problem gambler and high-risk of problem gambler. *Chi-squared test. ∧One-way ANOVA. #Kruskal Wallis One-way ANOVA.
Comparison of motives for gacha purchase among three levels of problem gambling.
| Motives | Non/low-risk problem gambler ( | Moderate-risk problem gambler ( | High-risk problem gambler | |
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| Yes | 15 (12.8) | 20 (14.7) | 16 (19.0) | 0.470 |
| No | 102 (87.2) | 116 (85.3) | 68 (81.0) | |
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| Yes | 7 (6.0) | 20 (14.7) | 26 (31.0) | <0.001 |
| No | 110 (94.0) | 116 (85.3) | 58 (69.0) | |
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| Yes | 18 (15.4) | 48 (35.3) | 43 (51.2) | <0.001 |
| No | 99 (84.6) | 88 (64.7) | 41 (49.8) | |
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| Yes | 47 (40.2) | 71 (52.2) | 52 (61.9) | 0.009 |
| No | 70 (59.8) | 65 (47.8) | 32 (38.1) | |
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| Yes | 16 (13.7) | 35 (25.7) | 53 (63.1) | <0.001 |
| No | 101 (86.3) | 101 (74.3) | 31 (36.69) | |
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| Yes | 8 (6.8) | 15 (11.0) | 50 (59.5) | <0.001 |
| No | 109 (93.2) | 121 (89.0) | 34 (40.5) | |
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| Yes | 40 (34.2) | 57 (41.9) | 50 (59.5) | 0.001 |
| No | 77 (65.8) | 79 (58.1) | 34 (40.5) | |
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| Yes | 89 (76.1) | 115 (84.6) | 77 (91.7) | 0.012 |
| No | 28 (23.9) | 21 (15.4) | 7 (8.3) | |
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| Yes | 30 (25.6) | 45 (33.1) | 27 (32.1) | 0.399 |
| No | 87 (74.4) | 91 (66.9) | 57 (67.9) | |
*p < 0.001; **p < 0.01; ***p < 0.05.
Correlations between total PGSI score and study variables (N = 337).
| Total PGSI score | ||
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| Age | 0.196 | < 0.001 |
| Educational level | –0.098 | 0.045 |
| Daily time spent on gacha games | 0.259 | < 0.001 |
| Monthly expenses on gacha purchase | 0.478 | < 0.001 |
| DASS - stress score | 0.496 | < 0.001 |
| DASS - anxiety score | 0.437 | < 0.001 |
| DASS - depression score | 0.337 | < 0.001 |
| Participation in gambling activities | 0.168 | 0.002 |
| Motives for gacha purchase | 0.465 | < 0.001 |
DASS, Depression, Anxiety, Stress 21; PGSI, Problem Gambling Severity Index. *p < 0.001; **p < 0.01; ***p < 0.05.
Predictors of the total PGSI score modelled by stepwise multiple regression (N = 337).
| Predictor | Standardized coefficient (β) | Unstandardized coefficient (β) |
| |
| DASS - stress score | 0.272 | 0.039 | 3.818 | < 0.001 |
| DASS - anxiety score | 0.224 | 0.046 | 3.210 | 0.001 |
| Monthly expenses on gacha purchase | 0.265 | 0.250 | 6.283 | < 0.001 |
| Motives of gacha purchase | 0.189 | 0.132 | 4.258 | < 0.001 |
| Participation in gambling activities | 0.117 | 0.199 | 2.961 | 0.003 |
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| R2 | 0.521 | |||
| Adjusted R2 | 0.513 | |||
| R | 0.722 | |||
| F | 71.895 | < 0.001 |
DASS, Depression, Anxiety, Stress 21. *p < 0.001; **p < 0.01.