Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
College of Education, Psychology, and Social Work, Flinders University, Australia.
Addict Behav. 2023 Feb;137:107525. doi: 10.1016/j.addbeh.2022.107525. Epub 2022 Oct 18.
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents. A sample of Australians aged 12-17 years (N = 826) was recruited through an online panel aggregator. It included 646 gamers (57.7% male) with 89 being classified as having past-year GD, as defined and measured by the Internet Gaming Disorder Scale. Independent variables comprised past-month engagement in three simulated gambling activities (games with 'mini' gambling components, social casino games, and loot boxes), loot box purchasing, other microtransactions, impulsiveness, and demographics. Logistic regressions first examined whether engagement in each of the three simulated gambling activities was individually associated with GD, then with all three in the same model, and then controlling for demographic variables and impulsivity. Logistic regressions also examined whether microtransactions and purchasing loot boxes were individually associated with GD, then with both in the same model, and then controlling for demographic variables and impulsivity. Adolescents who had engaged in each simulated gambling activity in the past month were more likely to report meeting the criteria for GD. These relationships remained significant when controlling for common demographics and impulsiveness. Past-month engagement in social casino games increased the odds of GD 2.5 times (95% CI: 1.54; 4.02), 2.4 times for games with 'mini' gambling components (95% CI: 1.42; 3.90) and 2.0 times for engaging in loot boxes (95% CI: 1.22; 3.21), but only social casino games remained significant when controlling for engagement in all three activities. The likelihood of meeting the criteria for GD increased 3.8 times with expenditure on microtransactions (95% CI: 2.32; 6.27) and 4.6 times for buying loot boxes, and each remained significant when both were included in the model. Compared to digital games without simulated gambling elements, simulated gambling appears to attract adolescents who report GD. Implications of the results are discussed in detail.
研究报告表明,青少年游戏障碍(GD)与战利品盒购买之间存在正相关关系,但尚未研究其他类型的模拟赌博与此类关系。本研究旨在检验青少年在三种类型的模拟赌博中的更多参与度和支出是否与符合 GD 标准有关。研究样本通过在线小组聚合器招募了 12-17 岁的澳大利亚人(N=826)。其中包括 646 名游戏玩家(57.7%为男性),其中 89 名被归类为过去一年患有 GD,这是根据互联网游戏障碍量表来定义和测量的。自变量包括过去一个月内三种模拟赌博活动的参与度(带有“迷你”赌博元素的游戏、社交博彩游戏和战利品盒)、战利品盒购买、其他小额交易、冲动性和人口统计学特征。首先,逻辑回归检验了每种模拟赌博活动的参与度是否与 GD 相关,然后在同一模型中检验了所有三种活动的参与度,最后在控制了人口统计学特征和冲动性的情况下进行了检验。逻辑回归还检验了小额交易和购买战利品盒是否与 GD 相关,然后在同一模型中检验了两者的关系,最后在控制了人口统计学特征和冲动性的情况下进行了检验。过去一个月内参与每种模拟赌博活动的青少年更有可能报告符合 GD 标准。当控制常见人口统计学特征和冲动性时,这些关系仍然显著。过去一个月参与社交博彩游戏会使 GD 的可能性增加 2.5 倍(95%CI:1.54;4.02),参与带有“迷你”赌博元素的游戏会使 GD 的可能性增加 2.4 倍(95%CI:1.42;3.90),参与战利品盒游戏会使 GD 的可能性增加 2.0 倍(95%CI:1.22;3.21),但当控制所有三种活动的参与度时,只有社交博彩游戏的结果仍然显著。微交易支出增加 3.8 倍,购买战利品盒的支出增加 4.6 倍,符合 GD 标准的可能性增加。当同时包含这两种支出时,每个结果仍然显著。与没有模拟赌博元素的数字游戏相比,模拟赌博似乎吸引了报告 GD 的青少年。详细讨论了结果的影响。