Cristina Villalba-García , Mark D. Griffiths , Zsolt Demetrovics , Andrea Czakó
{"title":"战利品箱购买、赌博、网络游戏与心理健康之间的关系:调查冲动、抑郁、焦虑和压力的调节作用","authors":"Cristina Villalba-García , Mark D. Griffiths , Zsolt Demetrovics , Andrea Czakó","doi":"10.1016/j.chb.2025.108579","DOIUrl":null,"url":null,"abstract":"<div><div>There has been much debate on whether loot box (LB) buying can be considered gambling. The relationship between LB buying, gambling, and mental health has already been examined, reporting inconclusive results. Therefore, the main aim of the present study was to examine the associations between LB buying, gambling, online gaming, and other relevant constructs of mental health. In addition, moderation analyses were conducted to study the relationship between LB buying and gambling/online gaming. Analysing a relatively large sample of adults (N = 1416), the results showed positive relationship between LB buying, problem gambling, and problematic video game use. A positive relationship was found between risky LB buying and depression, anxiety, stress, and impulsivity. Moderation analyses showed that anxiety and impulsivity were associated with significant strengthening of relationships between risky LB buying and gambling symptoms. Likewise, the relationship between risky LB buying and internet gaming symptoms was also strengthened when participants had higher depression scores. Moreover, this relationship appeared to be (i) reinforced when participants engaged in higher risky LB buying while showing higher levels of impulsivity, and (ii) weakened when participants engaged in higher risky LB buying while showing higher levels of depression. Overall, the results suggest that, at least to some extent, LB buying shares similar mental health risk factors with other behavioural addictions. Furthermore, while stress did not moderate this relationship, impulsivity and anxious and/or depressive symptomatology moderated, and in most cases, strengthened the relationship between risky loot box buying and problem gambling/online gaming.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"166 ","pages":"Article 108579"},"PeriodicalIF":9.0000,"publicationDate":"2025-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The relationship between loot box buying, gambling, internet gaming, and mental health: Investigating the moderating effect of impulsivity, depression, anxiety, and stress\",\"authors\":\"Cristina Villalba-García , Mark D. Griffiths , Zsolt Demetrovics , Andrea Czakó\",\"doi\":\"10.1016/j.chb.2025.108579\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>There has been much debate on whether loot box (LB) buying can be considered gambling. The relationship between LB buying, gambling, and mental health has already been examined, reporting inconclusive results. Therefore, the main aim of the present study was to examine the associations between LB buying, gambling, online gaming, and other relevant constructs of mental health. In addition, moderation analyses were conducted to study the relationship between LB buying and gambling/online gaming. Analysing a relatively large sample of adults (N = 1416), the results showed positive relationship between LB buying, problem gambling, and problematic video game use. A positive relationship was found between risky LB buying and depression, anxiety, stress, and impulsivity. Moderation analyses showed that anxiety and impulsivity were associated with significant strengthening of relationships between risky LB buying and gambling symptoms. Likewise, the relationship between risky LB buying and internet gaming symptoms was also strengthened when participants had higher depression scores. Moreover, this relationship appeared to be (i) reinforced when participants engaged in higher risky LB buying while showing higher levels of impulsivity, and (ii) weakened when participants engaged in higher risky LB buying while showing higher levels of depression. Overall, the results suggest that, at least to some extent, LB buying shares similar mental health risk factors with other behavioural addictions. Furthermore, while stress did not moderate this relationship, impulsivity and anxious and/or depressive symptomatology moderated, and in most cases, strengthened the relationship between risky loot box buying and problem gambling/online gaming.</div></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":\"166 \",\"pages\":\"Article 108579\"},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2025-01-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563225000263\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225000263","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
The relationship between loot box buying, gambling, internet gaming, and mental health: Investigating the moderating effect of impulsivity, depression, anxiety, and stress
There has been much debate on whether loot box (LB) buying can be considered gambling. The relationship between LB buying, gambling, and mental health has already been examined, reporting inconclusive results. Therefore, the main aim of the present study was to examine the associations between LB buying, gambling, online gaming, and other relevant constructs of mental health. In addition, moderation analyses were conducted to study the relationship between LB buying and gambling/online gaming. Analysing a relatively large sample of adults (N = 1416), the results showed positive relationship between LB buying, problem gambling, and problematic video game use. A positive relationship was found between risky LB buying and depression, anxiety, stress, and impulsivity. Moderation analyses showed that anxiety and impulsivity were associated with significant strengthening of relationships between risky LB buying and gambling symptoms. Likewise, the relationship between risky LB buying and internet gaming symptoms was also strengthened when participants had higher depression scores. Moreover, this relationship appeared to be (i) reinforced when participants engaged in higher risky LB buying while showing higher levels of impulsivity, and (ii) weakened when participants engaged in higher risky LB buying while showing higher levels of depression. Overall, the results suggest that, at least to some extent, LB buying shares similar mental health risk factors with other behavioural addictions. Furthermore, while stress did not moderate this relationship, impulsivity and anxious and/or depressive symptomatology moderated, and in most cases, strengthened the relationship between risky loot box buying and problem gambling/online gaming.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.