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战利品箱购买与问题性电子游戏和赌博成瘾的关系。

The relationship of loot box purchases to problem video gaming and problem gambling.

机构信息

Center for Gambling Studies, Rutgers University, 390 George Street, New Brunswick, NJ 08901, USA.

Center for Gambling Studies, Rutgers University, 390 George Street, New Brunswick, NJ 08901, USA.

出版信息

Addict Behav. 2019 Oct;97:27-34. doi: 10.1016/j.addbeh.2019.05.016. Epub 2019 May 16.

Abstract

Loot boxes are virtual items in many video games that let players "gamble" on an item of chance. Loot boxes bring an element of gambling into video games, which might prime video game users to engage in online gambling activities. However, few studies have focused on this emerging issue. The present study investigated the relationships between loot box purchases and both problem video gaming and problem gambling severity. Cross-sectional, self-report data were collected from 618 adult video gamers (M = 27 years of age, SD = 8.9, 63.7% male) via an online survey. Nearly half of the sample (44.2%) spent money on loot box purchases in the past year. Loot box purchasers played video games and gambled online more frequently, reported more extended gaming and online gambling sessions, and endorsed higher levels of problem video gaming and problem gambling severity as well as greater mental distress relative to those who did not buy loot boxes. Results from a series of path analyses revealed that loot box purchasing was directly related to problem video gaming and problem gambling severity as well as indirectly through increased video gaming/online gambling engagement, which in turn is related to elevated psychological distress. The present findings provide insight into the role of loot box purchasing in the transition from recreational engagement in video gaming and online gambling to problem video gaming and/or problem gambling.

摘要

战利品箱是许多视频游戏中的虚拟物品,让玩家可以“赌博”获得随机物品。战利品箱将赌博元素带入了视频游戏中,这可能会促使视频游戏用户参与在线赌博活动。然而,很少有研究关注这个新兴问题。本研究调查了战利品箱购买与问题性视频游戏和问题性赌博严重程度之间的关系。通过在线调查,从 618 名成年视频游戏玩家(M=27 岁,SD=8.9,63.7%为男性)中收集了横断面、自我报告数据。样本中近一半(44.2%)的人在过去一年中花钱购买了战利品箱。购买战利品箱的人更频繁地玩视频游戏和在线赌博,报告的游戏和在线赌博时间更长,并且与不购买战利品箱的人相比,他们报告了更高水平的问题性视频游戏和问题性赌博严重程度以及更高的心理困扰。一系列路径分析的结果表明,购买战利品箱与问题性视频游戏和问题性赌博严重程度直接相关,也通过增加视频游戏/在线赌博参与间接相关,而这反过来又与更高的心理困扰有关。本研究结果提供了一些关于战利品箱购买在从娱乐性参与视频游戏和在线赌博向问题性视频游戏和/或问题性赌博转变中的作用的见解。

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