Hing Nerilee, Rockloff Matthew, Russell Alex M T, Browne Matthew, Newall Philip, Greer Nancy, King Daniel L, Thorne Hannah
1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
2 College of Education, Psychology, and Social Work, Flinders University, Australia.
J Behav Addict. 2022 Apr 5;11(2):396-405. doi: 10.1556/2006.2022.00015.
Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined co-occurring gambling participation. This study examined links between loot box purchasing and problem gambling amongst adolescents while controlling for monetary gambling participation.
Two survey samples of Australians aged 12-17 years were recruited through advertisements (n = 843) and online panels (n = 826). They included n = 421 and n = 128 adolescents, respectively, who met criteria for problem gambling.
Past-month loot box purchasing was significantly related to gambling problems in bivariate analyses. When including age, gender and past-month monetary gambling, loot box purchases were still associated with at-risk and problem gambling in both samples. As expected, these other predictors attenuated the predictive value of recent loot box purchases in relation to gambling problems. The odds-ratios, nevertheless, were still in the predicted direction and remained significant. When controlling for monetary gambling, age and gender, recent loot box purchasing increased the odds of problem gambling 3.7 to 6.0 times, and at-risk gambling 2.8 to 4.3 times.
While causal relationships between loot box purchasing and problem gambling remain unclear, the results indicate that loot boxes disproportionately attract adolescents experiencing gambling problems, adding to the financial stress already caused by gambling. Consumer protection measures, youth and parental education, and age restrictions on loot box games are needed to protect young people.
在数字游戏中购买开箱礼包类似于赌博,因为这涉及到用金钱冒险去获取价值不确定的基于概率的奖励。研究已将购买开箱礼包与青少年的问题赌博联系起来,但尚未考察同时存在的赌博参与情况。本研究在控制金钱赌博参与情况的同时,考察了开箱礼包购买与青少年问题赌博之间的联系。
通过广告招募了两个年龄在12 - 17岁的澳大利亚人调查样本(n = 843)和在线小组样本(n = 826)。其中分别包括符合问题赌博标准的n = 421名和n = 128名青少年。
在双变量分析中,过去一个月内购买开箱礼包与赌博问题显著相关。当纳入年龄、性别和过去一个月的金钱赌博情况时,两个样本中开箱礼包购买仍与有风险赌博和问题赌博相关。正如预期的那样,这些其他预测因素减弱了近期开箱礼包购买对赌博问题的预测价值。然而,优势比仍在预测方向且仍然显著。在控制金钱赌博、年龄和性别后,近期购买开箱礼包使问题赌博的几率增加了3.7至6.0倍,有风险赌博的几率增加了2.8至4.3倍。
虽然开箱礼包购买与问题赌博之间的因果关系仍不明确,但结果表明开箱礼包不成比例地吸引了有赌博问题的青少年,加剧了赌博已经造成的经济压力。需要采取消费者保护措施、对青少年和家长进行教育以及对开箱礼包游戏设置年龄限制来保护年轻人。