问题赌博和收入作为战利品箱支出的预测因素

IF 2.5 3区 心理学 Q2 SUBSTANCE ABUSE
E. Garrett, J. Sauer, A. Drummond, Emily Lowe-Calverley
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引用次数: 7

摘要

摘要战利品箱是随机的虚拟奖励,通常可以用真金白银购买。人们经常将其与赌博活动进行比较,并发现战利品箱支出与问题赌博症状之间存在一致联系。我们重新分析了来自三个国家1049名参与者的数据,以检验年收入与战利品箱支出问题赌博症状之间的相互作用。结果证明,战利品箱支出的最佳模型包括收入和PGSI的综合主要影响,但没有证据表明这些因素之间存在相互作用。对收入主要影响的后续分析表明,与低收入阶层相比,高收入阶层在战利品箱上的支出更大。总的来说,问题赌博症状似乎比收入更重要,但两者都会导致战利品箱支出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Problem gambling and income as predictors of loot box spending
ABSTRACT Loot boxes are randomized virtual rewards often purchasable for real money. They have often been compared to gambling activities, and a consistent link between loot box spending and problem gambling symptomatology has been found. We reanalyzed data from 1049 participants across three countries to examine the interaction between yearly income and problem gambling symptomatology on loot box spending. Results evidenced the best model of loot box spending included the combined main effects of income and PGSI, but there was no evidence for an interaction between these factors. Follow-up analysis of the main effect of income indicated greater spending on loot boxes in higher income brackets compared to lower income brackets. Overall, problem gambling symptomatology appears more important than income, but both contribute to loot box spending.
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来源期刊
CiteScore
5.30
自引率
15.60%
发文量
32
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