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YouTube上开箱内容的用户参与度增加及其与行为成瘾的潜在关联。

Increased user engagement on YouTube for loot box content and its potential relevance for behavioural addictions.

作者信息

Smith Elke, Poth Yannik, Sohns Kara S Z, Kaspar Kai, Peters Jan

机构信息

Department of Psychology, Biological Psychology, University of Cologne, Cologne, Germany.

Department of Psychology, Social and Media Psychology, University of Cologne, Cologne, Germany.

出版信息

Sci Rep. 2025 May 15;15(1):16833. doi: 10.1038/s41598-025-01482-5.

DOI:10.1038/s41598-025-01482-5
PMID:40369012
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12078526/
Abstract

Video games frequently contain loot boxes, i.e. virtual in-game items sharing structural similarities with gambling. On YouTube, there are multi-million subscriber channels prominently featuring loot box-related content. A gamblification of digital games may increase player engagement, and we tested if user engagement on YouTube is linked to loot box content. We extracted aggregate user engagement measures from more than 22 thousand YouTube gaming videos with and without focused display of loot boxes. Principal component analysis was used to reduce dimensionality and derive components reflecting overall and sustained, and relative user engagement, respectively. Confirming our pre-registered hypothesis (see https://osf.io/nh7zr ), a significant effect of loot box content on the first principal component was found, reflecting higher overall and sustained user engagement for videos featuring loot box content. This increased engagement may be linked to the gambling-like properties of the reward structure conveyed by loot boxes. Publicly available user data may serve as an early indicator of potential changes in problematic internet use and gambling-related behaviour.

摘要

电子游戏中经常包含开箱玩法,即与赌博在结构上有相似之处的游戏内虚拟物品。在YouTube上,有一些拥有数百万订阅者的频道,显著地展示与开箱相关的内容。数字游戏的游戏化可能会提高玩家参与度,我们测试了YouTube上的用户参与度是否与开箱内容有关。我们从2.2万多个有或没有重点展示开箱内容的YouTube游戏视频中提取了总体用户参与度指标。主成分分析用于降维,并分别得出反映总体和持续的用户参与度以及相对用户参与度的成分。证实了我们预先登记的假设(见https://osf.io/nh7zr),发现开箱内容对第一主成分有显著影响,这反映出展示开箱内容的视频有更高的总体和持续用户参与度。这种增加的参与度可能与开箱所传达的奖励结构的类似赌博性质有关。公开可用的用户数据可以作为有问题的互联网使用和赌博相关行为潜在变化的早期指标。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/891e2afb5e6a/41598_2025_1482_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/a3011ab9b191/41598_2025_1482_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/e87918a74ffb/41598_2025_1482_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/891e2afb5e6a/41598_2025_1482_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/a3011ab9b191/41598_2025_1482_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/e87918a74ffb/41598_2025_1482_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea15/12078526/891e2afb5e6a/41598_2025_1482_Fig3_HTML.jpg

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本文引用的文献

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Front Psychol. 2022 Sep 27;13:1009129. doi: 10.3389/fpsyg.2022.1009129. eCollection 2022.
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Addict Behav. 2022 Aug;131:107327. doi: 10.1016/j.addbeh.2022.107327. Epub 2022 Mar 30.
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Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.
战利品箱参与度:对主要研究中流行程度及其与问题性游戏和赌博关联性的范围综述。
PLoS One. 2022 Jan 27;17(1):e0263177. doi: 10.1371/journal.pone.0263177. eCollection 2022.
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Secondary analysis of loot box data: Are high-spending "whales" wealthy gamers or problem gamblers?二次分析博彩宝箱数据:高消费“鲸鱼”是富有的游戏玩家还是有问题的赌徒?
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COVID-19 Lockdown Restrictions and Online Media Consumption in Germany.德国的 COVID-19 封锁限制和在线媒体消费
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Why loot boxes could be regulated as gambling.为什么开箱机制可被当作赌博进行监管。
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