Loot boxes use as a new form of gambling within video games.

IF 2.2 4区 医学 Q3 SUBSTANCE ABUSE Adicciones Pub Date : 2023-12-01 DOI:10.20882/adicciones.1636
Francisco Javier Sanmartín, Judith Velasco, Fátima Cuadrado, Mario Gálvez-Lara, Victoria De Larriva, Juan Antonio Moriana
{"title":"Loot boxes use as a new form of gambling within video games.","authors":"Francisco Javier Sanmartín, Judith Velasco, Fátima Cuadrado, Mario Gálvez-Lara, Victoria De Larriva, Juan Antonio Moriana","doi":"10.20882/adicciones.1636","DOIUrl":null,"url":null,"abstract":"<p><p>Loot boxes are items within video games which players pay to open and, ultimately, to randomly obtain an object whose value is initially unknown. Being easily accessible for both teenagers and adults, loot boxes have been associated with gambling. The purpose of this study was to explore the use of loot boxes and to analyze whether it is associated with guilt, loss of control, and emotional distress. To this end, 475 participants (266 adolescents and 209 adults) were surveyed on their habits regarding loot boxes and gaming. The results showed that teenagers invest more money in loot boxes than adults. This expenditure increases when a new item is announced on online platforms (Twitch, YouTube). Additionally, not obtaining the coveted items, which is common due to loot box randomness, predicts greater levels of guilt and emotional distress, while obtaining them predicts subsequent loss of control. Thus, 45.5% reported guilt over purchasing, 50% distress and 17% loss of control. Summarizing, loot boxes are increasingly present in video games, and owing to their psycho-emotional outcomes, it is necessary for future research to address this matter in order to develop prevention strategies and to provide support to vulnerable populations.</p>","PeriodicalId":55560,"journal":{"name":"Adicciones","volume":"0 0","pages":"407-420"},"PeriodicalIF":2.2000,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Adicciones","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.20882/adicciones.1636","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SUBSTANCE ABUSE","Score":null,"Total":0}
引用次数: 0

Abstract

Loot boxes are items within video games which players pay to open and, ultimately, to randomly obtain an object whose value is initially unknown. Being easily accessible for both teenagers and adults, loot boxes have been associated with gambling. The purpose of this study was to explore the use of loot boxes and to analyze whether it is associated with guilt, loss of control, and emotional distress. To this end, 475 participants (266 adolescents and 209 adults) were surveyed on their habits regarding loot boxes and gaming. The results showed that teenagers invest more money in loot boxes than adults. This expenditure increases when a new item is announced on online platforms (Twitch, YouTube). Additionally, not obtaining the coveted items, which is common due to loot box randomness, predicts greater levels of guilt and emotional distress, while obtaining them predicts subsequent loss of control. Thus, 45.5% reported guilt over purchasing, 50% distress and 17% loss of control. Summarizing, loot boxes are increasingly present in video games, and owing to their psycho-emotional outcomes, it is necessary for future research to address this matter in order to develop prevention strategies and to provide support to vulnerable populations.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
战利品箱是电子游戏中一种新的赌博形式。
战利品箱是电子游戏中的物品,玩家付费打开后,最终会随机获得一件最初价值未知的物品。由于青少年和成年人都很容易获得战利品箱,因此战利品箱一直与赌博有关。本研究的目的是探索战利品箱的使用情况,并分析它是否与内疚、失控和情绪困扰有关。为此,研究人员对 475 名参与者(266 名青少年和 209 名成年人)进行了调查,了解他们在战利品箱和游戏方面的习惯。结果显示,青少年比成年人在战利品箱上投入了更多的金钱。在网络平台(Twitch、YouTube)上公布新物品时,这种支出会增加。此外,由于战利品箱的随机性,没有获得梦寐以求的物品很常见,这预示着更大程度的内疚和情绪困扰,而获得物品则预示着随后的失控。因此,45.5%的人对购买行为表示内疚,50%的人表示痛苦,17%的人表示失控。综上所述,掠夺盒越来越多地出现在电子游戏中,由于其造成的心理情感后果,未来的研究有必要解决这一问题,以便制定预防策略,并为弱势群体提供支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Adicciones
Adicciones SUBSTANCE ABUSE-
CiteScore
4.00
自引率
10.00%
发文量
36
审稿时长
>12 weeks
期刊介绍: Adicciones publica artículos originales sobre el tratamiento, la prevención, estudios básicos y descriptivos en el campo de las adicciones, como son las drogas ilegales, el alcohol, el tabaco o cualquier otra adicción, procedentes de distintas disciplinas (medicina, psicología, investigación básica, investigación social, etc.). Todos los artículos son seleccionados después de pasar un proceso de revisión anónimo hecho por expertos en ese tema.
期刊最新文献
Substitution of higher-strength beers with zero-alcohol beers: Interrupted time series analyses of Spanish household purchase data, 2017-2022. Cannabis use in adult population in Galicia: Prevalence and associated characteristics. Emergency care carried out during the pandemic due to substance abuse in a Spanish province. Training mental health residents in tobacco and alcohol: Relationship with their clinical intervention. Problematic Internet Use among adolescents: Spanish validation of the Compulsive Internet Use Scale (CIUS).
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1