The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-20 DOI:10.2196/57304
Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena
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Abstract

Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD). Many association studies have been conducted on the 3 constructs, but few have delved into the relationship of problematic use of LBs (PU-LB) with IGD and OGD.

Objective: This study aims to explore the mediating role of the PU-LB between IGD and OGD.

Methods: This cross-sectional and analytical study used incidental sampling in 24 Spanish schools. The final sample consisted of 542 participants (male: n=523, 96.5%; age: range 11-30 y) who played video games, bought LBs, and had gambled online in the last 12 months. Participants then completed the Spanish versions of the Internet Gaming Disorder Scale-Short Form, Online Gambling Disorder Questionnaire, and PU-LB scale.

Results: IGD scores were found to be significantly associated with both PU-LB (r=0.473, P<.001) and OGD (r=0.209, P<.001). Moreover, PU-LB was significantly associated with OGD (r=0.351, P<.001). The structural equation model results indicated that IGD had no significant direct effect on OGD (P=.903). However, the indirect effect of IGD on OGD through PU-LB was significant (P<.001). Therefore, PU-LB fully mediated the relationship between IGD and OGD. Furthermore, these results were found in the subsamples of both minors (<18 y) and young adults (≥18 y).

Conclusions: It is suggested that there is a mediation effect of problematic LB use between internet gambling and online gambling problems in both minors and young adults. This has potential practical implications by providing more evidence on how LBs have become a hinge feature between 2 clinically relevant and independent issues. In this regard, adequate industry self-regulation is needed, and effective legislation for the protection of minors is necessary.

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网络游戏障碍与网络赌博障碍之间 "掠夺箱 "问题性使用的中介作用:横断面分析研究
背景:电子游戏业通过微交易引入了一种新的货币化形式。一个备受争议的例子是所谓的 "战利品箱"(LBs),即用合法货币随机购买的虚拟物品。近年来,"战利品 "已经与两种截然不同的问题行为联系在一起,即网络游戏障碍(IGD)和网络赌博障碍(OGD)。关于这3个问题的关联研究很多,但很少有人深入研究问题性使用LB(PU-LB)与IGD和OGD的关系:本研究旨在探讨 PU-LB 在 IGD 和 OGD 之间的中介作用:这项横断面分析研究在 24 所西班牙学校进行了偶然抽样。最终样本包括542名参与者(男性:523人,占96.5%;年龄:11-30岁),他们在过去12个月中玩过电子游戏、购买过LB,并在网上进行过赌博。参与者随后填写了西班牙文版的网络游戏障碍量表-简表、网络赌博障碍问卷和PU-LB量表:结果发现,IGD得分与PU-LB均有显著相关性(r=0.473,PC结论:研究表明,在未成年人和年轻人中,问题LB的使用在网络赌博和网络赌博问题之间存在中介效应。这具有潜在的现实意义,因为它提供了更多的证据,说明不良嗜好是如何成为两个临床相关的独立问题之间的关键特征的。在这方面,需要充分的行业自律和有效的未成年人保护立法。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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