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1.
J Behav Addict ; 12(3): 733-743, 2023 Oct 05.
Artigo em Inglês | MEDLINE | ID: mdl-37594878

RESUMO

Background and Aims: Loot boxes are digital containers of randomised rewards available in many video games. Individuals with problem gambling symptomatology spend more on loot boxes than individuals without such symptoms. This study investigated whether other psychopathological symptomatology, specifically symptoms of obsessive-compulsive behaviour and hoarding may also be associated with increased loot box spending. Methods: In a large cross-sectional, cross-national survey (N = 1,049 after exclusions), participants recruited from Prolific, living in Aotearoa New Zealand, Australia, and the United States, provided self-reported loot box spending, obsessive-compulsive and hoarding symptomatology, problem gambling symptomatology, and consumer regret levels. Results: There was a moderate positive relationship between loot box spending and obsessive-compulsive symptoms and hoarding. Additionally, greater purchasing of loot boxes was associated with increased consumer regret. Discussion and Conclusion: Results identified that those with OCD and hoarding symptomatology may spend more on loot boxes than individuals without OCD and hoarding symptomatology. This information helps identify disproportionate spending to more groups of vulnerable players and may assist in helping consumers make informed choices and also aid policy discussions around the potentialities of harm.


Assuntos
Jogo de Azar , Transtorno Obsessivo-Compulsivo , Humanos , Estudos Transversais , Comportamento Compulsivo/diagnóstico , Autorrelato
2.
Sci Rep ; 12(1): 16128, 2022 09 27.
Artigo em Inglês | MEDLINE | ID: mdl-36167899

RESUMO

Loot boxes are randomised rewards available in some video games, often purchasable for real-world money. Loot boxes have been likened to conventional forms of gambling and may satisfy legal requirements to be considered bona fide gambling in some jurisdictions. Research has consistently shown that people with problem gambling symptoms report spending more on these mechanisms than people without such symptoms. However, a significant gap in our current understanding is whether engaging with these mechanisms is associated with harm. Here we examine the prevalence rates of severe psychological distress among purchasers of loot boxes relative to non-purchasers. A reanalysis of two cross-sectional surveys collected online via online collection platforms. Participants were 2432 Aotearoa New Zealand, Australian, and United States residents recruited through online survey. Our results show that purchasers of loot boxes are at approximately 1.87 times higher risk of severe psychological distress on a standardised clinical screening tool than people who do not purchase loot boxes. These relative risk rates are not due to gender, age, spending on other video game related purchases, or problem gambling symptoms. Individuals who purchased loot boxes appeared to also have higher risk of severe psychological distress irrespective of demographic characteristics or problem gambling status. Loot boxes appear to be associated with significantly higher risk of experiencing psychological harm even for players without problem gambling symptoms.


Assuntos
Comportamento Aditivo , Jogo de Azar , Angústia Psicológica , Jogos de Vídeo , Austrália/epidemiologia , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , Estudos Transversais , Jogo de Azar/epidemiologia , Jogo de Azar/psicologia , Humanos , Prevalência , Jogos de Vídeo/psicologia
4.
PeerJ ; 9: e10705, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33604174

RESUMO

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.

7.
PLoS One ; 15(3): e0230378, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32203522

RESUMO

Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.


Assuntos
Comportamento Aditivo/prevenção & controle , Comparação Transcultural , Jogo de Azar/prevenção & controle , Jogos de Vídeo/psicologia , Pessoal Administrativo/estatística & dados numéricos , Adulto , Austrália , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Estudos Transversais , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Nova Zelândia , Inquéritos e Questionários/estatística & dados numéricos , Estados Unidos , Jogos de Vídeo/economia , Adulto Jovem
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