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青少年游戏问题及电子游戏中的开箱购买行为:基于人群队列数据的横断面观察性研究

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

作者信息

Ide Soichiro, Nakanishi Miharu, Yamasaki Syudo, Ikeda Kazutaka, Ando Shuntaro, Hiraiwa-Hasegawa Mariko, Kasai Kiyoto, Nishida Atsushi

机构信息

Addictive Substance Project, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.

Research Center for Social Science & Medicine, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.

出版信息

JMIR Serious Games. 2021 Feb 9;9(1):e23886. doi: 10.2196/23886.

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.

摘要

背景

电子游戏开箱通常可由玩家购买或作为奖励获得,其中包含随机虚拟物品或战利品,范围从玩家角色的简单自定义选项到如武器和盔甲等改变游戏的装备。开箱引发了人们的关注,因为购买开箱可能会导致青少年出现问题赌博行为。虽然父母的问题赌博与青少年问题赌博有关,但尚无研究评估青少年父母购买开箱的情况。

目的

本研究调查了青少年及其父母购买开箱与基于人群样本中的问题网络游戏之间的关联。

方法

来自日本的1615名14岁青少年游戏玩家回答了一份关于他们购买开箱及问题网络游戏行为的问卷。问题网络游戏被定义为符合《精神疾病诊断与统计手册》中九种成瘾行为中的四种或更多。还询问了青少年的主要照顾者关于他们购买开箱的情况。

结果

在1615名参与者中,57人(3.5%)报告购买过开箱。这一比例与主要照顾者购买开箱的情况无关,但购买开箱的青少年出现问题网络游戏的可能性显著更高(比值比3.75,95%置信区间2.17 - 6.48)。

结论

青少年购买开箱与问题网络游戏有关,但与父母购买开箱无关。减少这些行为的措施应旨在减轻年轻电子游戏玩家的成瘾症状。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1780/7902198/155c35c621b9/games_v9i1e23886_fig1.jpg

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