Are video game loot boxes associated with gambling among young Pacific adults in New Zealand?

D. Gentles, Seini Taufa, Gerhart Berking, Philip Siataga, Pesio Ah-Honi, J. Fa’alili-Fidow
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引用次数: 3

Abstract

Aim There is concern that gaming by young Pacific people can lead to gambling, but this is unclear. This study looked at whether there was an association between buying a video game loot box and gambling.   Methods We conducted an online survey via Facebook of Pacific (mostly Samoan) New Zealand gamers aged between 16-30 years inclusive with a non-Māori, non-Pacific comparison group. The online survey ran from the 21st of April 2020 till the 30th of June 2020 and disseminated via social media (Facebook and Instagram) using email. We tested whether there was any association between buying an in-game loot box with any gambling activity within the last six months among gamers.   Results The study included 828 participants with the Pacific group of n=402 and a comparison group of non-Māori, non-Pacific (nMnP, n=426). A typical Pacific gamer played nearly every day for two to five hours at a time. About 25% of gamers had bought a loot box and about a third of gamers had gambled recently. However, there was no association between buying a loot box and gambling (p=0.811) for Pacific, or for non-Māori, non-Pacific (p=0.727). In multiple logistic regression modelling, older age (OR=1.27, 95%CI [1.21,1.33]) was the only predictor of gambling.   Conclusions We did not find any association between buying a loot box and gambling. A longitudinal study would ascertain if there was a link between the two.
在新西兰太平洋地区的年轻人中,电子游戏战利品盒与赌博有关吗?
有人担心太平洋地区的年轻人玩游戏会导致赌博,但目前还不清楚。这项研究着眼于购买电子游戏战利品盒与赌博之间是否存在联系。我们通过Facebook对年龄在16-30岁之间的太平洋(主要是萨摩亚)新西兰玩家进行了在线调查,包括non-Māori,非太平洋对照组。该在线调查从2020年4月21日持续到2020年6月30日,并通过电子邮件通过社交媒体(Facebook和Instagram)传播。我们测试了在过去6个月内购买游戏内战利品盒与玩家的赌博活动之间是否存在关联。结果本研究共纳入828名参与者,其中太平洋组n=402,对照组non-Māori,非太平洋组(nMnP, n=426)。典型的太平洋玩家几乎每天都会玩2到5个小时的游戏。约25%的玩家购买了战利品箱,约三分之一的玩家最近曾赌博。然而,对于《太平洋》,购买战利品盒与赌博之间没有关联(p=0.811),对于non-Māori,非《太平洋》(p=0.727)。在多元logistic回归模型中,年龄较大(OR=1.27, 95%CI[1.21,1.33])是赌博的唯一预测因子。我们并未发现购买战利品盒与赌博之间存在任何联系。一项纵向研究将确定两者之间是否存在联系。
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