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新西兰、澳大利亚和美国的博彩问题、过度游戏、心理困扰与战利品箱消费之间的关系:一项跨国调查。

The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey.

机构信息

School of Psychology, Massey University, Palmerston North, Manawatu, Aotearoa New Zealand.

International Media Psychology Laboratory, University of Tasmania, Hobart, Australia.

出版信息

PLoS One. 2020 Mar 23;15(3):e0230378. doi: 10.1371/journal.pone.0230378. eCollection 2020.

Abstract

Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.

摘要

战利品箱是许多视频游戏中提供的随机奖励的数字容器。由于一些战利品箱和传统形式的赌博之间存在相似之处,政策制定者和公众对视频游戏中战利品箱消费与问题赌博症状之间的关系表示担忧。我们在来自三个国家(新西兰、澳大利亚和美国)的大型跨国横断面样本中首次调查了这些担忧。通过 Qualtrics 的 Survey Targeting 服务,从澳大利亚(n = 339)、新西兰(n = 323)和美国(n = 387)的人口中广泛选取了 1049 名参与者。参与者回答了一份调查,评估了赌博问题、游戏问题症状以及他们每月在战利品箱上的花费。平均而言,有赌博问题的个体每月在战利品箱上的花费比没有这些症状的个体多约 13 美元。战利品箱的消费也与积极和消极的情绪有关,尽管影响较小。分析表明,赌博问题和游戏问题症状之间存在相互作用和相关性,表明这些诊断标准所依据的机制既有一些共同之处,也有各自的贡献。这些结果为有关如何减少有赌博问题症状的人在战利品箱消费方面的影响的对话提供了背景。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0c42/7089530/212ebaafcac4/pone.0230378.g001.jpg

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