Associations between Marketing Exposure, In-game Purchases, Problem Gaming, Simulated Gambling, and Psychological Distress among Adolescents.

IF 2.4 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY
Fong-Ching Chang, Wei-Chun Chuang, Ru Rutherford, Wen-Yu Chen, Chung-Ying Yang, Chiung-Hui Chiu, Ping-Hung Chen, Nae-Fang Miao, Hung-Yi Chuang
{"title":"Associations between Marketing Exposure, In-game Purchases, Problem Gaming, Simulated Gambling, and Psychological Distress among Adolescents.","authors":"Fong-Ching Chang, Wei-Chun Chuang, Ru Rutherford, Wen-Yu Chen, Chung-Ying Yang, Chiung-Hui Chiu, Ping-Hung Chen, Nae-Fang Miao, Hung-Yi Chuang","doi":"10.1007/s10899-024-10353-z","DOIUrl":null,"url":null,"abstract":"<p><p>This study examined the relationships between marketing exposure, in-game purchase, problem gaming, online simulated gambling game playing, and psychological distress. Data were obtained from a sample of 2,595 seventh-grade students from 30 middle schools in Taiwan. A self-administered questionnaire was conducted in 2020. The results indicated that 94% of adolescents engage in online gaming, with 38% making in-game purchases, and 9% playing online simulated gambling games. The multiple regression results showed that adolescents who are exposed to higher levels of gaming marketing, influenced by advertising effects, involved in in-game purchases, and have lower levels of active parental mediation were more likely to experience problem gaming. Adolescents who have increased exposure to gambling game marketing, are influenced by advertising effects, are involved in in-game purchases, and who are experiencing problem gaming were more likely to engage in online simulated gambling game playing and token purchasing. Involvement in in-game purchases, problem gaming, and playing online simulated gambling games were associated with higher levels of psychological distress and poor sleep quality. In conclusion, the results of this study link adolescents' exposure to marketing with their involvement in in-game purchases, problem gaming, and engaging in online simulated gambling.</p>","PeriodicalId":48155,"journal":{"name":"Journal of Gambling Studies","volume":" ","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gambling Studies","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1007/s10899-024-10353-z","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0

Abstract

This study examined the relationships between marketing exposure, in-game purchase, problem gaming, online simulated gambling game playing, and psychological distress. Data were obtained from a sample of 2,595 seventh-grade students from 30 middle schools in Taiwan. A self-administered questionnaire was conducted in 2020. The results indicated that 94% of adolescents engage in online gaming, with 38% making in-game purchases, and 9% playing online simulated gambling games. The multiple regression results showed that adolescents who are exposed to higher levels of gaming marketing, influenced by advertising effects, involved in in-game purchases, and have lower levels of active parental mediation were more likely to experience problem gaming. Adolescents who have increased exposure to gambling game marketing, are influenced by advertising effects, are involved in in-game purchases, and who are experiencing problem gaming were more likely to engage in online simulated gambling game playing and token purchasing. Involvement in in-game purchases, problem gaming, and playing online simulated gambling games were associated with higher levels of psychological distress and poor sleep quality. In conclusion, the results of this study link adolescents' exposure to marketing with their involvement in in-game purchases, problem gaming, and engaging in online simulated gambling.

青少年中营销接触、游戏内购买、问题游戏、模拟赌博和心理压力之间的关联。
本研究探讨了营销接触、游戏内购买、问题游戏、在线模拟赌博游戏和心理困扰之间的关系。数据来自台湾 30 所中学的 2,595 名七年级学生。2020 年进行了一次自填式问卷调查。结果显示,94%的青少年参与网络游戏,其中38%在游戏中购物,9%玩网络模拟赌博游戏。多元回归结果显示,接触游戏营销程度较高、受广告效应影响较大、参与游戏内购买、父母积极干预程度较低的青少年更容易出现游戏问题。更多接触赌博游戏营销、受广告效应影响、参与游戏内购买以及正在经历问题游戏的青少年更有可能参与在线模拟赌博游戏和代币购买。参与游戏内购买、问题游戏和玩在线模拟赌博游戏与较高程度的心理困扰和较差的睡眠质量有关。总之,本研究的结果将青少年接触营销与他们参与游戏内购买、问题游戏和参与在线模拟赌博联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
5.00
自引率
16.70%
发文量
72
期刊介绍: Journal of Gambling Studies is an interdisciplinary forum for the dissemination on the many aspects of gambling behavior, both controlled and pathological, as well as variety of problems attendant to, or resultant from, gambling behavior including alcoholism, suicide, crime, and a number of other mental health problems. Articles published in this journal are representative of a cross-section of disciplines including psychiatry, psychology, sociology, political science, criminology, and social work.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信