Online-gaming and mental health: Loot boxes and in-game purchases are related to problematic online gaming and depression in adolescents

Online-gaming and mental health: Loot boxes and in-game purchases are related to problematic online gaming and depression in adolescents
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DOI:
10.1007/s12144-022-03157-0
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发表时间:
2022-05-07
期刊:
影响因子:
2.8
通讯作者:
Yokomitsu, Kengo
Yokomitsu, Kengo
中科院分区:
心理学4区
文献类型:
--
作者:
Irie, Tomonari;Shinkawa, Hiroki;Yokomitsu, Kengo

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研究发现,青少年的游戏内购买行为与心理社会问题有关。游戏内购买,包括战利品盒(里面有可以用现实世界的钱购买的随机电子游戏物品)是新系统;因此,相关的问题还没有得到充分的研究。本研究旨在探讨青少年是否有计划地在游戏中购买,并探讨与购买风格相关的问题。我们调查了1,052名日本高中生(591名女性,443名男性和18名其他人,年龄在15-18岁之间)的每月津贴,在线游戏时间,游戏内购买,游戏问题和抑郁症状。结果显示,青少年谁作出了计划外购买报告的问题比那些谁计划他们的购买更大的程度。在非计划者中,战利品盒使用者的心理健康状况比非使用者差。这些结果揭示了心理社会问题和有问题的游戏之间的关系,包括青少年的计划外购买和使用战利品盒。因此,这些关系成为关注的重要领域,以了解有问题的在线游戏。
Studies have found that adolescents' in-game purchases are related to psychosocial problems. In-game purchases, including loot boxes-which contain random video game items that can be purchased with real-world money-are new systems; therefore, the associated problems have not been fully examined. This study examined whether adolescents planned their in-game purchases and looked into the issues related to purchasing styles. We surveyed 1,052 Japanese high school students (591 females, 443 males, and 18 others, aged 15-18 years) on their monthly allowance, time spent on online gaming, in-game purchases, gaming problems, and depression symptoms. The results revealed that adolescents who made unplanned purchases reported a greater degree of problems than those who planned their purchases. Among the non-planners, loot box users had poorer mental health than nonuser counterparts. These results revealed the relationship between psychosocial problems and problematic gaming, including unplanned purchases and the use of loot boxes among adolescents. Therefore, these relationships become important areas to focus on, to understand problematic online gaming.