Zendle David, Meyer Rachel, Over Harriet
Department of Computer Science, York St John University, 44 Lord Mayor's Walk, York, UK.
Department of Psychology, University of York, York, UK.
R Soc Open Sci. 2019 Jun 19;6(6):190049. doi: 10.1098/rsos.190049. eCollection 2019 Jun.
Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds ( = 1155) found evidence for such a link ( = 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given.
开箱礼包是电子游戏中的物品,可以用现实货币购买,但包含随机内容。许多有开箱礼包的游戏都由青少年游玩。开箱礼包与赌博之间的相似性引发了人们对它们与青少年问题赌博发展有关的担忧。先前的研究表明开箱礼包与成年人群体中的问题赌博之间存在联系。然而,到目前为止,尚无实证证据证明开箱礼包消费与青少年问题赌博之间联系的规模或存在情况。一项针对16至18岁青少年(n = 1155)的大规模调查发现了这种联系的证据(r = 0.120)。在这些年龄较大的青少年中,开箱礼包消费与问题赌博之间的联系程度为中等至较大。它比先前在成年人中观察到的关系更强。对文本数据的定性分析表明,玩家购买开箱礼包的原因多种多样。其中一些动机与参与赌博的常见原因相似。总体而言,这些结果表明,开箱礼包要么导致年龄较大的青少年出现问题赌博,要么让游戏公司从有赌博问题的青少年身上获利以获取巨额金钱奖励,或者上述两种情况皆有。文中给出了可能的监管和限制策略。