问题赌博、过度游戏和战利品箱消费之间关系的元分析

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
S. Garea, A. Drummond, J. Sauer, Lauren C. Hall, M. Williams
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引用次数: 60

摘要

战利品箱是包含在某些电子游戏中的可购买的随机奖励。人们担心,这些游戏与传统形式的赌博有相同的心理和结构特征,它们可能会加剧过度的视频游戏。在此,我们使用元分析定量总结了关于战利品箱消费的两个特定研究领域。我们研究了战利品箱消费与(1)问题赌博(15项研究)和(2)过度游戏(7项研究)之间的关系。我们发现战利品盒消费与赌博症状之间存在显著的小到中等的正相关,r = 0.26(使用Trim和Fill时r = 0.37),而过度游戏则r = 0.25。我们的研究结果表明,赌博症状和战利品箱消费之间存在一种虽小但可复制且具有潜在临床相关性的关系,这种关系至少与过度游戏症状和战利品箱消费之间的关系一样大。进一步的研究应该检查这些结构之间的统计相互作用的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending
ABSTRACT Loot boxes are purchasable randomized rewards contained in some video games. Concerns have been raised that these share psychological and structural features with traditional forms of gambling, and that they may exacerbate excessive video gameplay. Here, we quantitatively summarize two specific research areas regarding loot box spending using meta-analyses. We examined the relationships between loot box spending and (1) problem gambling (15 studies), and (2) excessive gaming (7 studies). We found significant small-to-moderate positive correlations between loot box spending and gambling symptomology, r = 0.26 (r = 0.37 using Trim and Fill), and excessive gaming, r = 0.25. Our results suggest a small, but replicable and potentially clinically relevant, relationship between gambling symptomology and loot box spending that is at least as large as the relationship between excessive gaming symptoms and loot box spending. Further research should examine the potential for statistical interactions between these constructs.
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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