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儿童手机游戏中基于概率机制的规范化:描述性分析

Normalization of Chance-Based Mechanisms in Mobile Games for Children: A Descriptive Analysis.

作者信息

de Andrade Wiliam Machado

机构信息

Department of Media, The University of Adelaide, 903/259 North Terrace, Adelaide, SA, 5000, Australia.

出版信息

J Gambl Stud. 2024 Sep;40(3):1517-1537. doi: 10.1007/s10899-023-10273-4. Epub 2023 Dec 26.

DOI:10.1007/s10899-023-10273-4
PMID:38148441
Abstract

Games for mobiles present strategies to monetize not only from selling a title but from financial exchanges that take place in the game. Those microtransactions motivate players to purchase random or surprise items (known as loot boxes) to customize game features or to overcome narrative obstacles necessary to progress to new levels. Researchers associate the practice with gambling if completing the transaction does not mean the acquisition of an item but the chance to receive it. This research quantified gambling-like features in games available for free, classified by Apple's marketplace as suitable for children from 4 to 8 years old, and from the top-downloaded list. The findings reveal normalization traces of chance-based mechanisms in most of the games. According to the research literature, early exposure to such features may result in problem gambling in adult life. This paper concluded that legal changes and more information provided by the marketplaces are needed to raise awareness of gambling-like practices in mobile games.

摘要

手机游戏不仅通过出售游戏来盈利,还通过游戏中的金融交易来实现盈利。这些微交易促使玩家购买随机或惊喜物品(称为开箱),以定制游戏功能或克服进入新关卡所需的叙事障碍。如果完成交易并不意味着获得物品,而是获得获得物品的机会,研究人员就会将这种行为与赌博联系起来。这项研究对苹果应用商店分类为适合4至8岁儿童的免费下载量最高的游戏中的类似赌博特征进行了量化。研究结果揭示了大多数游戏中基于机会的机制的常态化痕迹。根据研究文献,早期接触这些特征可能会导致成年后出现问题赌博行为。本文得出结论,需要进行法律变革并由应用商店提供更多信息,以提高对手机游戏中类似赌博行为的认识。

相似文献

1
Normalization of Chance-Based Mechanisms in Mobile Games for Children: A Descriptive Analysis.儿童手机游戏中基于概率机制的规范化:描述性分析
J Gambl Stud. 2024 Sep;40(3):1517-1537. doi: 10.1007/s10899-023-10273-4. Epub 2023 Dec 26.
2
The prevalence of loot boxes in mobile and desktop games.游戏中战利品宝箱的出现频率。
Addiction. 2020 Sep;115(9):1768-1772. doi: 10.1111/add.14973. Epub 2020 Feb 6.
3
Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes.博彩问题与收藏卡牌游戏中购买补充包之间的关联:对战利品箱研究的概念复制。
PLoS One. 2021 Apr 6;16(4):e0247855. doi: 10.1371/journal.pone.0247855. eCollection 2021.
4
The relationship of loot box purchases to problem video gaming and problem gambling.战利品箱购买与问题性电子游戏和赌博成瘾的关系。
Addict Behav. 2019 Oct;97:27-34. doi: 10.1016/j.addbeh.2019.05.016. Epub 2019 May 16.
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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.
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What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.盒子里有什么?探索英国玩家在游戏中对开箱奖励的体验;概念化以及与赌博的相似之处。
PLoS One. 2022 Feb 9;17(2):e0263567. doi: 10.1371/journal.pone.0263567. eCollection 2022.
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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.
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Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.博彩类游戏宝箱、赌博和青少年问题赌博:一项横断面在线调查的结果。
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Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.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。
Sci Rep. 2022 Sep 27;12(1):16128. doi: 10.1038/s41598-022-20549-1.
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Loot boxes use as a new form of gambling within video games.游戏中的战利品箱被用作一种新的赌博形式。
Adicciones. 2023 Dec 1;35(4):407-420. doi: 10.20882/adicciones.1636.

本文引用的文献

1
Loot box spending is associated with problem gambling but not mental wellbeing.开箱消费与问题赌博有关,但与心理健康无关。
R Soc Open Sci. 2022 Aug 17;9(8):220111. doi: 10.1098/rsos.220111. eCollection 2022 Aug.
2
Exploring the association between loot boxes and problem gambling: Are video gamers referring to loot boxes when they complete gambling screening tools?探讨战利品箱与赌博问题之间的关联:当视频游戏玩家完成赌博筛查工具时,他们是否指的是战利品箱?
Addict Behav. 2022 Aug;131:107318. doi: 10.1016/j.addbeh.2022.107318. Epub 2022 Mar 29.
3
Effects of self-isolation and quarantine on loot box spending and excessive gaming-results of a natural experiment.
自我隔离和检疫对开箱消费及过度游戏的影响——一项自然实验的结果
PeerJ. 2021 Feb 3;9:e10705. doi: 10.7717/peerj.10705. eCollection 2021.
4
Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming.超越开箱机制:电子游戏中各种类似赌博的行为与问题赌博和游戏成瘾都有关联。
PeerJ. 2020 Jul 14;8:e9466. doi: 10.7717/peerj.9466. eCollection 2020.
5
On the normalisation of online sports gambling among young adult men in the UK: a public health perspective.从公共健康角度探讨英国年轻成年男性对线上体育博彩的常态化现象。
Public Health. 2020 Jul;184:89-94. doi: 10.1016/j.puhe.2020.04.018. Epub 2020 Jun 13.
6
The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey.新西兰、澳大利亚和美国的博彩问题、过度游戏、心理困扰与战利品箱消费之间的关系:一项跨国调查。
PLoS One. 2020 Mar 23;15(3):e0230378. doi: 10.1371/journal.pone.0230378. eCollection 2020.
7
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.
8
Video game loot boxes are psychologically akin to gambling.电子游戏开箱在心理层面类似于赌博。
Nat Hum Behav. 2018 Aug;2(8):530-532. doi: 10.1038/s41562-018-0360-1.
9
Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions.开箱子行为、问题游戏行为与赌博行为之间的关联,以及与赌博相关的认知。
Addict Behav. 2019 Sep;96:26-34. doi: 10.1016/j.addbeh.2019.04.009. Epub 2019 Apr 16.
10
Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder.电子游戏中的掠夺性盈利模式(如“开箱”)与网络游戏障碍。
Addiction. 2018 Nov;113(11):1967-1969. doi: 10.1111/add.14286. Epub 2018 Jun 28.