一项国际调查显示,实体卡牌包和电子游戏战利品盒消费与问题赌博呈正相关,但与负面心理健康无关。

IF 2.7 2区 心理学 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Leon Y Xiao, David Zendle, Elena Petrovskaya, Rune K L Nielsen, Philip Newall
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引用次数: 0

摘要

目标:卡牌包是提供随机内容的实体产品,公司依靠这些内容来盈利交易或收集卡牌游戏。战利品箱是电子游戏中的数字产品,玩家可以通过购买获得随机奖励。这两种产品在心理上都类似于赌博,因为玩家可以通过获得稀有且有价值的奖励而“赢”,也可以通过获得无价值的奖励而“输”。战利品箱消费一再与问题赌博联系在一起。然而,卡牌包消费与赌博之间的联系却鲜有研究。方法:我们招募了生活在讲英语的西方国家的卡牌游戏玩家(N = 1961),以评估卡牌包和战利品箱消费与问题赌博和心理健康结果之间的联系。结果:花钱购买实体卡牌包(r = 0.15)、战利品盒(r = 0.31)和虚拟卡牌包(一种特定类型的卡牌电子游戏中的特定战利品盒,r = 0.22)都与问题赌博有关,但强度明显不同。把钱花在所有这些类似赌博的产品上与负面的心理健康无关。在某些子类别的战利品盒上花钱不同于整体消费。结论:许多国家目前对“赌博”的法律定义应该使用科学证据进行现代化:目前,法律(如果得到适当执行)将规范与问题赌博相关性不强的产品,因此可能危害较小(例如,物理卡包),但未能规范与问题赌博相关性更强的更有害的产品(例如,战利品箱)。(PsycInfo Database Record (c) 2025 APA,版权所有)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Physical card pack and especially video game loot box spending are both positively correlated with problem gambling but not linked to negative mental health: An international survey.

Objective: Card packs are physical products providing random content that companies rely on to monetize trading or collectible card games. Loot boxes are equivalent digital products inside video games that can similarly be bought to obtain randomized rewards. Both products are psychologically similar to gambling because the player can "win" by obtaining rare and valuable rewards or alternatively "lose" by obtaining nonvaluable rewards. Loot box spending has been repeatedly and reliably linked to problem gambling. However, the link between card pack spending and gambling has been little studied.

Method: We recruited card game players living in English-speaking Western countries (N = 1,961) to assess the links between card pack and loot box spending on one hand and problem gambling and mental health outcomes on the other.

Results: Spending money on physical card packs (r = 0.15), loot boxes (r = 0.31), and virtual card packs (a specific type of loot boxes found in a specific genre of card-based video games; r = 0.22) were all linked to problem gambling but at markedly different strengths. Spending money on all these gambling-like products were not associated with negative mental health. Spending money on certain subcategories of loot boxes differs from overall spending.

Conclusions: The current legal definitions of "gambling" in many countries should be modernized using scientific evidence: Presently, the law (if properly enforced) would regulate products that are less strongly correlated with problem gambling and therefore arguably less potentially harmful (e.g., physical card packs), but fails to regulate arguably more harmful products that are more strongly correlated with problem gambling (e.g., loot boxes). (PsycInfo Database Record (c) 2025 APA, all rights reserved).

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来源期刊
CiteScore
4.90
自引率
11.80%
发文量
165
期刊介绍: Psychology of Addictive Behaviors publishes peer-reviewed original articles related to the psychological aspects of addictive behaviors. The journal includes articles on the following topics: - alcohol and alcoholism - drug use and abuse - eating disorders - smoking and nicotine addiction, and other excessive behaviors (e.g., gambling) Full-length research reports, literature reviews, brief reports, and comments are published.
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