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Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using
Soichiro Ide1, Miharu Nakanishi2, Syudo Yamasaki2
1Addictive Substance Project, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.
JMIR Serious Games
|February 9, 2021
Summary
Adolescent loot box purchasing is linked to problem online gaming. Parental loot box buying did not influence this association, suggesting interventions should focus on young gamers.
Area of Science:
- Psychology
- Behavioral Science
- Digital Media Studies
Background:
- Video game loot boxes offer random virtual items, raising concerns about potential links to problematic gambling in adolescents.
- While parental problem gambling is a known risk factor for adolescent gambling, the role of parental loot box purchasing remains unexamined.
Purpose of the Study:
- This study investigated the association between loot box purchasing in adolescents and their parents with problem online gaming behaviors.
- The research aimed to understand the prevalence of loot box purchases among adolescent gamers and their caregivers.
Main Methods:
- A questionnaire was administered to 1615 adolescent gamers (aged 14) in Japan, assessing loot box purchasing and problem online gaming.
- Problem online gaming was defined using criteria from the Diagnostic and Statistical Manual of Mental Disorders (DSM).
- Adolescents' primary caregivers reported on their own loot box purchasing habits.
Main Results:
- 3.5% of adolescent participants reported purchasing loot boxes.
- Adolescent loot box purchasing was significantly associated with problem online gaming (OR 3.75).
- No significant association was found between adolescent loot box purchasing and their parents' loot box purchasing behavior.
Conclusions:
- Adolescent loot box purchasing is a significant predictor of problem online gaming.
- Parental loot box purchasing does not appear to be directly associated with adolescent loot box purchasing or problem gaming.
- Interventions aimed at reducing addictive symptoms in young video gamers are recommended.
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