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本文引用的文献

1
Defining the esports bettor: evidence from an online panel survey of emerging adults.定义电子竞技投注者:来自对新兴成年人的在线小组调查的证据。
Int Gambl Stud. 2020 Oct 6;20(3):487-499. doi: 10.1080/14459795.2020.1826559.
2
Gamblification: risks of digital gambling games to adolescents.游戏化:数字赌博游戏对青少年的风险。
Lancet Child Adolesc Health. 2022 Jun;6(6):357-359. doi: 10.1016/S2352-4642(22)00124-9.
3
Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling.青少年使用现金和皮肤对电子竞技进行投注:与游戏、金钱赌博和问题赌博的关联。
PLoS One. 2022 May 5;17(5):e0266571. doi: 10.1371/journal.pone.0266571. eCollection 2022.
4
Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation.在控制金钱赌博参与情况时,开箱购买行为与青少年的问题赌博有关。
J Behav Addict. 2022 Apr 5;11(2):396-405. doi: 10.1556/2006.2022.00015.
5
Skin gambling predicts problematic gambling amongst adolescents when controlling for monetary gambling.在控制金钱赌博因素时,皮肤赌博可预测青少年中的问题赌博行为。
J Behav Addict. 2021 Nov 15;10(4):920-31. doi: 10.1556/2006.2021.00078.
6
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.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。
J Behav Addict. 2021 Feb 24;10(1):35-41. doi: 10.1556/2006.2021.00007.
7
Attitudes, Risk Factors, and Behaviours of Gambling among Adolescents and Young People: A Literature Review and Gap Analysis.青少年和年轻人的赌博态度、风险因素和行为:文献回顾与差距分析。
Int J Environ Res Public Health. 2021 Jan 22;18(3):984. doi: 10.3390/ijerph18030984.
8
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019.桌面视频游戏货币化方式的变化:对 2010-2019 年最受欢迎的 Steam 游戏中战利品箱、付费取胜和微交易等现象的探索。
PLoS One. 2020 May 7;15(5):e0232780. doi: 10.1371/journal.pone.0232780. eCollection 2020.
9
Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey.青少年游戏玩家中的开箱活动与问题赌博:一项全国性调查的结果
Addict Behav. 2020 Apr;103:106254. doi: 10.1016/j.addbeh.2019.106254. Epub 2019 Dec 20.
10
Problem gambling in adolescents: what are the psychological, social and financial consequences?青少年赌博问题:心理、社会和经济后果是什么?
BMC Psychiatry. 2019 Oct 22;19(1):308. doi: 10.1186/s12888-019-2293-2.

玩模拟赌博游戏和花钱的青少年面临更高的赌博问题风险。

Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems.

机构信息

Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia.

College of Education, Psychology, and Social Work, Flinders University, Adelaide 5042, Australia.

出版信息

Int J Environ Res Public Health. 2022 Aug 26;19(17):10652. doi: 10.3390/ijerph191710652.

DOI:10.3390/ijerph191710652
PMID:36078369
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9517771/
Abstract

Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) if youth participation in simulated gambling games is associated with participation in monetary gambling; (2) if youth participation in simulated gambling games is associated with increased risk of problematic gambling when controlling for breadth of monetary gambling (i.e., number of gambling forms); and (3) if monetary expenditure and time spent playing simulated gambling games increase the risk of problematic gambling. Two samples of Australians aged 12-17 years were recruited-826 respondents through an online panel aggregator (mean age 14.1 years) and 843 respondents through advertising (mean age 14.6 years). Aim 1 was addressed using chi-square and correlation analyses. Linear multiple regression analyses were conducted to address Aims 2 and 3. The findings in both samples supported the study's hypotheses-that (1) youth who play simulated gambling games are more likely to participate in monetary gambling, and that (2) participation and (3) time and money expenditure on simulated gambling are positively and independently associated with risk of problematic gambling when controlling for the number of monetary gambling forms, impulsivity, age and gender. To better protect young people, simulated gambling should, at minimum, emulate the consumer protection measures required for online gambling.

摘要

模拟赌博,例如玩虚拟老虎机赢取积分而非金钱,在年轻人的在线游戏体验中越来越普遍。本研究旨在检验:(1)年轻人参与模拟赌博游戏是否与参与金钱赌博有关;(2)在控制金钱赌博广度(即赌博形式的数量)的情况下,年轻人参与模拟赌博游戏是否与更高的赌博问题风险有关;(3)模拟赌博游戏的金钱支出和时间投入是否会增加赌博问题的风险。本研究招募了两个年龄在 12-17 岁的澳大利亚人样本——通过在线面板聚合器招募了 826 名受访者(平均年龄为 14.1 岁),通过广告招募了 843 名受访者(平均年龄为 14.6 岁)。采用卡方检验和相关分析来解决目标 1。线性多元回归分析用于解决目标 2 和 3。两个样本的结果均支持了研究假设,即:(1)玩模拟赌博游戏的年轻人更有可能参与金钱赌博;(2)参与模拟赌博以及(3)时间和金钱投入与赌博问题风险呈正相关且独立相关,而控制金钱赌博形式的数量、冲动性、年龄和性别。为了更好地保护年轻人,模拟赌博至少应该效仿在线赌博所需的消费者保护措施。