Impulsivity and Video Game-related Motives as Predictors of Video Game Loot Box Use

被引:0
|
作者
Slattery, Jan [1 ,4 ]
Romkey, Isaac [2 ]
Yakovenko, Igor [1 ,3 ]
机构
[1] Dalhousie Univ, Dept Psychol & Neurosci, Halifax, NS, Canada
[2] Concordia Univ, Dept Psychol, Montreal, PQ, Canada
[3] Dalhousie Univ, Dept Psychiat, Halifax, NS, Canada
[4] Dept Psychol & Neurosci, 1355 Oxford St,Rm 3263,3rd Floor Life Sci Ctr,Psyc, Halifax, NS B3H 4R2, Canada
关键词
loot boxes; impulsivity; completionism; social pressure; video gaming; gambling; coffres de butin; impulsivite; completude; pression sociale; jeux video; jeux d'argent; PLAY; ASSOCIATION; SCALE;
D O I
10.1097/CXA.0000000000000183
中图分类号
R194 [卫生标准、卫生检查、医药管理];
学科分类号
摘要
Objective:The purpose of this study was to investigate potential gambling and gaming-related traits and motivations as predictors of increased loot box purchasing to identify risk factors for engagement with this potentially addictive element of video games.Methods:This study investigated whether impulsivity, completionism (ie, a need to collect in-game items), perceived social pressure, and an overall desire to have one's gaming avatar look a certain way contribute to increased monthly loot box spending. It was hypothesized that impulsivity would predict increased loot box spending over and above age and gender, and that the sequential addition of completionism, perceived social pressure, and desire to have one's game avatar look a certain way, will predict increased monthly loot box spending over and above antecedent variables.Results:A total of 601 adult video game players recruited via an online survey panel were analyzed. A large proportion of participants spent $0 on loot boxes. Thus, a gamma hurdle model to investigate binary endorsement of loot box purchasing and changes in monthly loot box spending. All the hypothesized variables significantly predicted binary endorsement, but not changes in monthly loot box spending.Conclusion:The findings highlight the nuance of how players engage in predatory gambling mechanics of video games such as loot boxes. A risk factors related to addiction like impulsivity and factors aligned with video game-related motivations may predict the decision to purchase a loot box, but perhaps not continued spending. Objectif:L'objectif de cette etude etait d'etudier les traits de caractere et les motivations lies aux jeux d'argent et de hasard en tant que predicteurs de l'augmentation des achats de coffres de butin afin d'identifier les facteurs de risque d'engagement avec cet element des jeux video qui peut creer une dependance.Methodes:Cette etude a cherche a savoir si l'impulsivite, l'achevement (c'est-a-dire le besoin de collecter des objets dans le jeu), la pression sociale percue et le desir general d'avoir un avatar de jeu d'une certaine facon contribuent a l'augmentation des depenses mensuelles pour les coffres de butin. L'hypothese est qu'au-dela de l'age et du sexe, l'impulsivite predit l'augmentation des depenses en coffres de butin et que l'ajout sequentiel de l'achevement, de la pression sociale percue et du desir de donner une certaine apparence a l'avatar du jeu permettrons de predire l'augmentation des depenses mensuelles en coffres de butin au-dela des variables antecedentes.Resultats:Un total de 601 joueurs de jeux video adultes recrutes par le biais d'un panel d'enquete en ligne a ete analyse. Une grande partie des participants ont depense 0 $ pour des coffres a butin. Ainsi, un modele de hurdle gamma a permis d'etudier l'endossement binaire de l'achat de coffres de butin et l'evolution des depenses mensuelles en coffres de butin. Toutes les variables hypothetiques ont permis de predire de maniere significative l'endossement binaire, mais pas l'evolution des depenses mensuelles en coffres de butin.Conclusion:Les resultats soulignent les nuances sur la facon dont les joueurs s'engagent dans les mecanismes de jeu predateurs des jeux video tels que les coffres de butin. Un facteur de risque lie a la dependance, comme l'impulsivite, et des facteurs alignes sur les motivations liees aux jeux video peuvent predire la decision d'acheter un coffre de butin, mais peut-etre pas la poursuite des depenses.
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页码:43 / 51
页数:9
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