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战利品箱与问题赌博:“门户假说”研究。

Loot boxes and problem gambling: Investigating the "gateway hypothesis".

机构信息

Community and Primary Care Research Group (CPCRG), University of Plymouth, Plymouth Science Park, Derriford, Plymouth PL6 8BX, UK.

Cyberpsychology Research Group, School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1, 1LY, UK.

出版信息

Addict Behav. 2022 Aug;131:107327. doi: 10.1016/j.addbeh.2022.107327. Epub 2022 Mar 30.

Abstract

Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or problem gambling. However, such "gateway effects" have not been formally investigated. Using a survey of 1102 individuals who both purchase loot boxes and gamble, we found that 19.87% of the sample self-reported either "gateway effects" (loot boxes causally influencing subsequent gambling) or "reverse gateway effects" (gambling causally influencing subsequent loot box engagement). Both subsets of participants had higher scores for problem gambling, problem video gaming, gambling-related cognitions, risky loot boxes engagement, and impulsivity. These individuals also had a tendency for higher loot box and gambling spend; suggesting that potential gateway effects are related to measurable risks and harms. Moreover, the majority of participants reporting gateway effects were under 18 when they first purchased loot boxes. Content analysis of free text responses revealed several reasons for self-reported gateway effects, the most frequent of which were sensation-seeking, normalisation of gambling-like behaviours, and the addictive nature of both activities. Whilst the cross-sectional nature of our findings cannot conclusively establish directions of causality, thus highlighting the need for longitudinal research, we conclude that there is a case for legislation on loot boxes for harm minimisation purposes.

摘要

战利品箱是视频游戏中的可购买物品,其结果具有一定的随机性。近年来,由于战利品箱参与度与赌博问题之间存在关联,它们引起了学术界和立法者的广泛关注。一些研究人员认为,战利品箱可能是导致后续赌博和/或赌博问题的一个途径。然而,这种“途径效应”尚未得到正式研究。我们通过对 1102 名既购买战利品箱又赌博的个人进行调查发现,样本中有 19.87%的人自我报告了“途径效应”(战利品箱对后续赌博有因果影响)或“反向途径效应”(赌博对后续战利品箱参与有因果影响)。这两个子集的参与者在赌博问题、视频游戏问题、与赌博相关的认知、风险战利品箱参与和冲动性方面的得分都更高。这些人也倾向于更高的战利品箱和赌博支出;这表明潜在的途径效应与可衡量的风险和危害有关。此外,报告有途径效应的大多数参与者在首次购买战利品箱时未满 18 岁。对自我报告的途径效应的自由文本回复进行内容分析后发现,有几个原因导致了自我报告的途径效应,其中最常见的原因是寻求刺激、赌博行为的正常化以及这两种活动的成瘾性。虽然我们研究结果的横断面性质不能确定因果关系的方向,因此需要进行纵向研究,但我们的结论是,出于减少伤害的目的,对战利品箱进行立法是有必要的。

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