TY - JOUR
T1 - Adolescent problem gaming and loot box purchasing in video games
T2 - Cross-sectional observational study using population-based cohort data
AU - Ide, Soichiro
AU - Nakanishi, Miharu
AU - Yamasaki, Syudo
AU - Ikeda, Kazutaka
AU - Ando, Shuntaro
AU - Hiraiwa-Hasegawa, Mariko
AU - Kasai, Kiyoto
AU - Nishida, Atsushi
N1 - Funding Information:
We sincerely thank all of the adolescents and their primary caregivers who participated in the TTC study. This work was supported by a Grant-in-Aid for Scientific Research on Innovative Areas (23118002 and 20616784 & 16H01689; Adolescent Mind & Self-Regulation) from the Ministry of Education, Culture, Sports, Science and Technology of Japan. This study was also supported by Japan Society for the Promotion of Science KAKENHI (16H06276 [AdAMS], JP16H06395, 16H06398, 16H06399, 16K21720, and 17H05931) and AMED (JP19dk0307071) grants. Further, this work was supported in part by the University of Tokyo Center for Integrative Science of Human Behavior. The funding sources had no roles in the study design; data collection, analysis, and interpretation; in the writing of the report; or in the decision to publish this study.
Publisher Copyright:
© Soichiro Ide, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, Atsushi Nishida.
PY - 2021/1
Y1 - 2021/1
N2 - 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.
AB - 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.
KW - Adolescents
KW - Gambling
KW - Loot box purchasing
KW - Primary caregivers
UR - http://www.scopus.com/inward/record.url?scp=85101887485&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85101887485&partnerID=8YFLogxK
U2 - 10.2196/23886
DO - 10.2196/23886
M3 - Article
AN - SCOPUS:85101887485
SN - 2291-9279
VL - 9
JO - JMIR Serious Games
JF - JMIR Serious Games
IS - 1
M1 - e23886
ER -