战利品盒是否会让人上瘾?游戏障碍伴有高额游戏币购买费用的病例报告

Tokuya Inaguma, Sumiko Misumi, T. Funatogawa, T. Nemoto, H. Harima, M. Mizuno
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引用次数: 0

摘要

游戏术语 "战利品箱 "指的是一种电子彩票,随机提供的物品可以增强游戏体验。近年来,越来越多的人将 "战利品箱 "视为游戏障碍(GD)的一个风险因素。虽然每次只需花几美元就能买到,但因上瘾而产生的累积费用已成为一个社会问题。本文介绍了一个因使用一种名为 "Gacha "的日本彩盒而造成巨大经济负担的 GD 病例。彩盒中虚拟物品选择的随机性类似赌博,会触发奖励系统,导致购买更多彩盒上瘾。出于治疗目的,了解购买游戏盒背后的动机并考虑个人发展特点对于帮助患者在游戏以外的活动中找到满足感和成就感至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases
A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD). While they may be purchased for a few dollars at a time, the cumulative expenses resulting from their addictive use have become a social problem.This paper presents a case of GD involving a substantial financial burden incurred through the use of a Japanese loot box called Gacha.The randomness in the selection of virtual items in loot boxes resembles gambling, triggering the reward system and contributing to an addiction to purchasing more loot boxes. For therapeutic purposes, understanding the motivations behind purchasing loot boxes and considering individual developmental characteristics are crucial to helping patients find satisfaction and a sense of achievement in activities besides gaming.
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