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购买战利品箱的年轻人更有可能出现赌博问题:对澳大利亚新南威尔士州青少年和年轻人的在线调查。

Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia.

机构信息

1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg, QLD, Australia.

2Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Sydney, NSW, Australia.

出版信息

J Behav Addict. 2021 Feb 24;10(1):35-41. doi: 10.1556/2006.2021.00007.

Abstract

BACKGROUND AND AIMS

Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm.

METHODS

An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12-24), recruited by online panel aggregator, Qualtrics.

RESULTS

Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18-24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18-24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12-17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems.

DISCUSSION AND CONCLUSIONS

This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research.

摘要

背景与目的

在视频游戏中,战利品箱是一种常见的特征,玩家可以通过赢得、购买或收到一个虚拟盒子或其他容器,来揭开其中的虚拟物品,例如皮肤、武器、游戏内货币或特殊能力。本研究旨在探讨战利品箱的使用与赌博问题和伤害之间的关系。

方法

本研究采用在线问卷调查的方式,对来自澳大利亚新南威尔士州的 1954 名青少年和年轻人进行了调查,其中 59.9%为女性(年龄在 12-24 岁之间),由在线面板聚合器 Qualtrics 招募。

结果

购买和销售战利品箱与年轻人(18-24 岁)的更高的 12 个月赌博频率和赌博问题(赌博问题严重程度指数)有关。此外,购买了战利品箱的年轻人还会有更多与赌博相关的伤害(短期赌博伤害筛查)。年龄在 18-24 岁的年轻女性,打开、购买和/或销售战利品箱,在过去 12 个月中在赌博上花费更多的钱。在青少年中(12-17 岁),购买战利品箱与赌博问题(DSM-IV-MR-J)类似相关。此外,购买和/或销售战利品箱的青少年女孩对赌博的看法比其他女孩更积极(赌博态度量表)。然而,没有证据表明,在打开或购买战利品箱方面的长期经验(调查的一个区别特征)与当前的赌博问题有关。

讨论与结论

本研究表明,战利品箱可能对那些已经倾向于参与其他赌博的人具有吸引力,并且使用战利品箱的女性可能对赌博问题有独特的脆弱性,这可以在未来的研究中进一步探讨。

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