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Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

BACKGROUND: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn...

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Autores principales: Ide, Soichiro, Nakanishi, Miharu, Yamasaki, Syudo, Ikeda, Kazutaka, Ando, Shuntaro, Hiraiwa-Hasegawa, Mariko, Kasai, Kiyoto, Nishida, Atsushi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7902198/
https://www.ncbi.nlm.nih.gov/pubmed/33560241
http://dx.doi.org/10.2196/23886
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author Ide, Soichiro
Nakanishi, Miharu
Yamasaki, Syudo
Ikeda, Kazutaka
Ando, Shuntaro
Hiraiwa-Hasegawa, Mariko
Kasai, Kiyoto
Nishida, Atsushi
author_facet Ide, Soichiro
Nakanishi, Miharu
Yamasaki, Syudo
Ikeda, Kazutaka
Ando, Shuntaro
Hiraiwa-Hasegawa, Mariko
Kasai, Kiyoto
Nishida, Atsushi
author_sort Ide, Soichiro
collection PubMed
description BACKGROUND: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. OBJECTIVE: This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. METHODS: In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. RESULTS: Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). CONCLUSIONS: Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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spelling pubmed-79021982021-03-02 Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data Ide, Soichiro Nakanishi, Miharu Yamasaki, Syudo Ikeda, Kazutaka Ando, Shuntaro Hiraiwa-Hasegawa, Mariko Kasai, Kiyoto Nishida, Atsushi JMIR Serious Games Short Paper BACKGROUND: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. OBJECTIVE: This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. METHODS: In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. RESULTS: Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). CONCLUSIONS: Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers. JMIR Publications 2021-02-09 /pmc/articles/PMC7902198/ /pubmed/33560241 http://dx.doi.org/10.2196/23886 Text en ©Soichiro Ide, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, Atsushi Nishida. Originally published in JMIR Serious Games (http://games.jmir.org), 09.02.2021. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Short Paper
Ide, Soichiro
Nakanishi, Miharu
Yamasaki, Syudo
Ikeda, Kazutaka
Ando, Shuntaro
Hiraiwa-Hasegawa, Mariko
Kasai, Kiyoto
Nishida, Atsushi
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title_full Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title_fullStr Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title_full_unstemmed Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title_short Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
title_sort adolescent problem gaming and loot box purchasing in video games: cross-sectional observational study using population-based cohort data
topic Short Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7902198/
https://www.ncbi.nlm.nih.gov/pubmed/33560241
http://dx.doi.org/10.2196/23886
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