Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Aug 27, 2020
Date Accepted: Dec 23, 2020

The final, peer-reviewed published version of this preprint can be found here:

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Ide S, Nakanishi M, Yamasaki S, Ikeda K, Ando S, Hiraiwa-Hasegawa M, Kasai K, Nishida A

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

JMIR Serious Games 2021;9(1):e23886

DOI: 10.2196/23886

PMID: 33560241

PMCID: 7902198

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: A Cross-Sectional Observational Study using Population-Based Cohort Data

  • Soichiro Ide; 
  • Miharu Nakanishi; 
  • Syudo Yamasaki; 
  • Kazutaka Ikeda; 
  • Shuntaro Ando; 
  • Mariko Hiraiwa-Hasegawa; 
  • Kiyoto Kasai; 
  • Atsushi Nishida

ABSTRACT

Background:

Video game loot boxes have drawn concern as adolescents purchasing loot boxes might lead to them developing problematic gambling. Though 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 gambling problems in population-based samples.

Methods:

In total, 1,615 adolescent gamers, aged 14 years from Japan, responded regarding their loot box purchasing and in-game gambling-like behaviors. Problem gambling was defined as four or more of the nine gambling-like behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing.

Results:

Of the 1,615 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 gambling (odds ratio = 3.75, 95% confidence interval = 2.17–6.48).

Conclusions:

Adolescent loot box purchasing is linked to in-game problem gambling, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target young gamers.


 Citation

Please cite as:

Ide S, Nakanishi M, Yamasaki S, Ikeda K, Ando S, Hiraiwa-Hasegawa M, Kasai K, Nishida A

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

JMIR Serious Games 2021;9(1):e23886

DOI: 10.2196/23886

PMID: 33560241

PMCID: 7902198

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.