The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

被引:0
|
作者
Gonzalez-Cabrera, Joaquin [1 ]
Caba-Machado, Vanessa [1 ]
Diaz-Lopez, Adoracion [1 ]
Jimenez-Murci, Susana [2 ,3 ,4 ,5 ]
Mestre-Bach, Gemma [1 ]
Machimbarrena, Juan M. [6 ]
机构
[1] Univ Int La Rioja UNIR, Inst Transferencia & Invest ITEI, Logrono, Spain
[2] Bellvitge Univ Hosp, Clin Psychol Unit, Barcelona, Spain
[3] Bellvitge Biomed Res Inst IDIBELL, Psychoneurobiol Eating & Addict Behav Grp, Barcelona, Spain
[4] Inst Salud Carlos III, CIBER Fisiopatol Obes & Nutr CIBERobn, Madrid, Spain
[5] Univ Barcelona, Sch Med & Hlth Sci, Dept Clin Sci, Barcelona, Spain
[6] Euskal Herriko Unibertsitatea UPV EHU, Fac Psychol, Avd Tolosa 70, Donostia San Sebastian 20018, Spain
来源
JMIR SERIOUS GAMES | 2024年 / 12卷
关键词
loot boxes; loot box; gaming; gambling; problematic; video games; game; games; addict; addiction; addictions; addictive; internet; virtual object; virtual objects; gamification; IGD; OGD; monetize; monetization; reward; rewards; incentive; incentives; internet gaming disorder; online gambling disorder; FIT INDEXES;
D O I
10.2196/57304
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called "loot boxes" (LBs) as virtual objects, which are randomized and bought with legal money. In recent years, LBs have come to connect 2 distinct problem behaviors, namely internet gaming disorder (IGD) and online gambling disorder (OGD). Many association studies have been conducted on the 3 constructs, but few have delved into the relationship of problematic use of LBs (PU-LB) with IGD and OGD. Objective: This study aims to explore the mediating role of the PU-LB between IGD and OGD. Methods: This cross-sectional and analytical study used incidental sampling in 24 Spanish schools. The final sample consisted of 542 participants (male: n=523, 96.5%; age: range 11-30 y) who played video games, bought LBs, and had gambled online in the last 12 months. Participants then completed the Spanish versions of the Internet Gaming Disorder Scale-Short Form, Online Gambling Disorder Questionnaire, and PU-LB scale. Results: IGD scores were found to be significantly associated with both PU-LB (r=0.473, P<.001) and OGD (r=0.209, P<.001). Moreover, PU-LB was significantly associated with OGD (r=0.351, P<.001). The structural equation model results indicated that IGD had no significant direct effect on OGD (P=.903). However, the indirect effect of IGD on OGD through PU-LB was significant (P<.001). Therefore, PU-LB fully mediated the relationship between IGD and OGD. Furthermore, these results were found in the subsamples of both minors (<18 y) and young adults (>= 18 y). Conclusions: It is suggested that there is a mediation effect of problematic LB use between internet gambling and online gambling problems in both minors and young adults. This has potential practical implications by providing more evidence on how LBs have become a hinge feature between 2 clinically relevant and independent issues. In this regard, adequate industry self-regulation is needed, and effective legislation for the protection of minors is necessary.
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页数:9
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