Universidad de Córdoba.
Adicciones. 2023 Dec 1;35(4):407-420. doi: 10.20882/adicciones.1636.
Loot boxes are items within video games which players pay to open and, ultimately, to randomly obtain an object whose value is initially unknown. Being easily accessible for both teenagers and adults, loot boxes have been associated with gambling. The purpose of this study was to explore the use of loot boxes and to analyze whether it is associated with guilt, loss of control, and emotional distress. To this end, 475 participants (266 adolescents and 209 adults) were surveyed on their habits regarding loot boxes and gaming. The results showed that teenagers invest more money in loot boxes than adults. This expenditure increases when a new item is announced on online platforms (Twitch, YouTube). Additionally, not obtaining the coveted items, which is common due to loot box randomness, predicts greater levels of guilt and emotional distress, while obtaining them predicts subsequent loss of control. Thus, 45.5% reported guilt over purchasing, 50% distress and 17% loss of control. Summarizing, loot boxes are increasingly present in video games, and owing to their psycho-emotional outcomes, it is necessary for future research to address this matter in order to develop prevention strategies and to provide support to vulnerable populations.
战利品箱是视频游戏中的一种物品,玩家付费打开,最终随机获得一个价值最初未知的物品。战利品箱对于青少年和成年人来说都很容易获得,因此与赌博有关。本研究旨在探讨战利品箱的使用情况,并分析其是否与内疚感、失控感和情绪困扰有关。为此,对 475 名参与者(266 名青少年和 209 名成年人)进行了关于他们在战利品箱和游戏方面习惯的调查。结果表明,青少年在战利品箱上的投入比成年人多。当新物品在在线平台(Twitch、YouTube)上发布时,这种支出会增加。此外,由于战利品箱的随机性,无法获得渴望的物品会导致更大程度的内疚感和情绪困扰,而获得这些物品则预示着随后会失去控制。因此,45.5%的人表示购买后感到内疚,50%的人感到痛苦,17%的人感到失去控制。总之,战利品箱在视频游戏中越来越常见,由于其心理情绪后果,未来的研究有必要解决这个问题,以便制定预防策略,并为弱势群体提供支持。