Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder
作者:
Highlights:
• Loot boxes (a microtransaction in which gamers pay money for a randomized virtual item) present similarity to gambling.
• Out of 6633 participants (11–30 y/o) 30.4% had purchased a loot box in the last 12 months (28.9% among minors).
• Those who purchased a loot box in the last year had a prevalence rate of 3.66 of presenting an internet gaming disorder.
• Those who purchased a loot box in the last year had a prevalence rate of 4.85 of presenting an online gambling disorder.
• A scale for measuring problematic use of Loot Boxes that presents adequate reliability and validity is presented.
摘要
•Loot boxes (a microtransaction in which gamers pay money for a randomized virtual item) present similarity to gambling.•Out of 6633 participants (11–30 y/o) 30.4% had purchased a loot box in the last 12 months (28.9% among minors).•Those who purchased a loot box in the last year had a prevalence rate of 3.66 of presenting an internet gaming disorder.•Those who purchased a loot box in the last year had a prevalence rate of 4.85 of presenting an online gambling disorder.•A scale for measuring problematic use of Loot Boxes that presents adequate reliability and validity is presented.
论文关键词:Loot boxes,Gaming,IGD,Gambling,Prevalence
论文评审过程:Received 28 May 2021, Revised 8 July 2021, Accepted 6 September 2021, Available online 7 September 2021, Version of Record 9 September 2021.
论文官网地址:https://doi.org/10.1016/j.chb.2021.107012