Inaguma Tokuya, Misumi Sumiko, Funatogawa Tomoyuki, Nemoto Takahiro, Harima Hirohiko, Mizuno Masafumi
Department of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan.
Department of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.
PCN Rep. 2024 Jan 18;3(1):e167. doi: 10.1002/pcn5.167. eCollection 2024 Mar.
A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD). While they may be purchased for a few dollars at a time, the cumulative expenses resulting from their addictive use have become a social problem.
This paper presents a case of GD involving a substantial financial burden incurred through the use of a Japanese loot box called Gacha.
The randomness in the selection of virtual items in loot boxes resembles gambling, triggering the reward system and contributing to an addiction to purchasing more loot boxes. For therapeutic purposes, understanding the motivations behind purchasing loot boxes and considering individual developmental characteristics are crucial to helping patients find satisfaction and a sense of achievement in activities besides gaming.
开箱是一个游戏术语,指一种电子抽奖方式,能随机提供增强游戏体验的物品。近年来,开箱越来越多地被讨论为游戏障碍(GD)的一个风险因素。虽然每次购买开箱物品可能只需花费几美元,但因成瘾性使用而产生的累积费用已成为一个社会问题。
本文介绍了一例因使用名为扭蛋的日本开箱物品而导致巨大经济负担的游戏障碍病例。
开箱中虚拟物品选择的随机性类似于赌博,触发奖励系统并导致购买更多开箱物品成瘾。出于治疗目的,了解购买开箱物品背后的动机并考虑个体发展特征对于帮助患者在游戏之外的活动中找到满足感和成就感至关重要。