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令人惊讶的是,购买电子游戏中战利品箱的消费者中严重心理困扰的流行率很高。

Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.

机构信息

School of Psychology, Massey University, Palmerston North, 4424, Manawatu, New Zealand.

School of Psychological Sciences, University of Tasmania, Hobart, Australia.

出版信息

Sci Rep. 2022 Sep 27;12(1):16128. doi: 10.1038/s41598-022-20549-1.

Abstract

Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.

摘要

战利品箱是一些视频游戏中提供的随机奖励,通常可以用真钱购买。战利品箱类似于传统形式的赌博,在某些司法管辖区,可能满足被视为真正赌博的法律要求。研究一直表明,有赌博问题症状的人报告说,他们在这些机制上的花费比没有这些症状的人要多。然而,我们目前的理解存在一个重大差距,即参与这些机制是否与伤害有关。在这里,我们研究了购买战利品箱的人与不购买战利品箱的人相比,严重心理困扰的患病率。对通过在线收集平台在线收集的两项横断面调查进行的重新分析。参与者是通过在线调查从新西兰、澳大利亚和美国招募的 2432 名居民。我们的研究结果表明,在标准化临床筛查工具上,购买战利品箱的人出现严重心理困扰的风险大约是不购买战利品箱的人的 1.87 倍。这些相对风险率不是由于性别、年龄、其他视频游戏相关购买的支出或赌博问题症状。购买战利品箱的人似乎也有更高的严重心理困扰风险,无论其人口特征或赌博问题状况如何。即使对于没有赌博问题症状的玩家,战利品箱似乎也与经历心理伤害的风险显著增加有关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/32af/9515209/4f2614b2c473/41598_2022_20549_Fig1_HTML.jpg

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