Accepted for/Published in: JMIR Serious Games
Date Submitted: Aug 27, 2020
Date Accepted: Dec 23, 2020
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: A Cross-Sectional Observational Study using Population-Based Cohort Data
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.
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