Are Today's Gamers Tomorrow's Gamblers? The Relationship Between Problem Gaming and Online Problem Gambling, and the Indirect Effect of Purchasing Loot Boxes' Risk.

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL
Andreea Huțul, Andrei Corneliu Holman, Tudor-Daniel Huțul
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引用次数: 0

Abstract

The present study aims to bridge the gap regarding the potential influence of problem gaming on problem gambling (PG) by examining the potential indirect effect of risky loot box use in this relationship. We also aim to examine these relationships in an understudied cultural context, that is, Eastern European, thus enlarging the current geographical scope of the research on problematic gaming and gambling. The research was conducted on a sample of 703 Romanians (56.5 percent male, 43.5 percent female), aged between 18 and 46 (M = 23.07; SD = 5.24), who play video games frequently. They completed instruments measuring problem gaming, online PG, and purchasing loot boxes risk. Our findings also indicate that risky engagement with loot box mechanism had a significant indirect effect on the association between the two types of problematic behavior (i.e., gaming and gambling). This suggests that excessive involvement in online gaming is linked with an increased propensity for problematic use of loot boxes, and further with a higher risk of PG. Our results indicate that higher involvement in video gaming may be associated with higher levels of risky engagement, which could plausibly lead to a greater likelihood of purchasing them and this more problematic relationship with loot boxes further increases the risk of PG. Our study contributes to advancing knowledge about these constructs while suggesting the negative impact of loot boxes in that their acquisition is related to higher involvement in online gambling.

今天的玩家会成为明天的赌徒吗?问题游戏与在线问题赌博之间的关系,以及购买礼盒风险的间接影响。
本研究旨在通过考察危险游戏盒的使用对问题赌博(PG)的潜在间接影响,弥补问题游戏对问题赌博的潜在影响方面的空白。此外,我们还旨在研究东欧这一未被充分研究的文化背景下的这些关系,从而扩大当前问题游戏和赌博研究的地域范围。研究对象是 703 名经常玩电子游戏的罗马尼亚人(男性占 56.5%,女性占 43.5%),年龄在 18 岁至 46 岁之间(中=23.07;标=5.24)。他们填写了测量问题游戏、在线 PG 和购买战利品箱风险的问卷。我们的研究结果还表明,战利品盒机制的风险参与对两类问题行为(即游戏和赌博)之间的关联有显著的间接影响。这表明,过度参与在线游戏与更倾向于有问题地使用战利品盒有关,并进一步与更高的 PG 风险有关。我们的研究结果表明,参与电子游戏的程度越高,参与的风险程度也就越高,这可能会导致更有可能购买这些游戏,而这种与战利品盒之间的问题关系会进一步增加 PG 的风险。我们的研究有助于增进对这些概念的了解,同时也表明了战利品盒的负面影响,因为购买战利品盒与更高的在线赌博参与度有关。
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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
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