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Updated: Jan 15, 2026

Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
How gacha gaming and life quality shape problem gambling risk: insights from a cross-sectional study using Hong
Anson Chui Yan Tang1, Rick Yiu Cho Kwan1, Eliza Mi Ling Wong1
1School of Nursing, Tung Wah College, Hong Kong, Hong Kong SAR, China.
Background:
Research related to the effects of gacha gaming on problem gambling among Chinese young adults in Hong Kong is limited the impact of quality of life (QoL) domains on gacha-related gambling behaviors remains largely unexplored. This study explored associations between gacha gaming behaviors QoL problem gambling risk in this population.
Methods:
A cross-sectional study used an online survey to collect data from 281 young adults (aged 18-25) with experience in freemium gaming. Participants completed questionnaires on socio-demographics, problem gambling risk (PGSI-C), QoL (WHOQOL-BREF, Hong Kong version), and gacha gaming behaviors (e.g., daily gaming time, monthly expenses). Stepwise regression analyzed associations between PGSI scores, QoL domains, and gaming behaviors, with p<0.05 indicating significance.
Results:
Of 281 respondents, 63.3% belonged to the low-risk problem gambling group, and 11% belonged to the high-risk group. High-risk gamers had significantly higher monthly gacha expenses (p=0.021). Regression analysis revealed a significant association between PGSI scores, daily gaming time, QoL variables, and education level(Adjusted R²=0.113, p=0.001). Physical and overall QoL were negatively associated with problem gambling risk(p<0.01), while daily gaming time and social QoL were positively associated with problem gambling risk(p<0.05,p<0.01). Effect sizes of all significant variables were small (f²=0.014-0.04).
Conclusions:
The positive association between social QoL and problem gambling risk suggests that a gamer's social circle significantly influences gambling behavior. These findings provide direction for future studies on the contributing roles of different QoL domains in gacha-related gambling among Chinese young adults in Hong Kong. Future studies shall adopt a probability sampling approach and/or a wider sampling pool to increase the generalizability of the findings.
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