Evidence map›Paper›PMID 33560241›Full record

ArticleJMIR serious games2021

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data.

Soichiro Ide, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, Atsushi Nishida

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed
3.6field-weighted citation impact, top 7% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 33 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 3 institutions in 1 country.

Soichiro Ide *Addictive Substance Project, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID https://orcid.org/0000-0002-9112-2841
Miharu Nakanishi *Research Center for Social Science & Medicine, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID https://orcid.org/0000-0001-6200-9279
Syudo YamasakiResearch Center for Social Science & Medicine, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID https://orcid.org/0000-0002-9016-6404
Kazutaka Ikeda *Addictive Substance Project, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID https://orcid.org/0000-0001-8342-0278
Shuntaro AndoGraduate School of Medicine, University of Tokyo, Tokyo, Japan.ORCID https://orcid.org/0000-0003-1595-693X
Mariko Hiraiwa-HasegawaSchool of Advanced Science, SOKENDAI (Graduate University for Advanced Studies), Kanagawa, Japan.ORCID https://orcid.org/0000-0003-1364-1395
Kiyoto KasaiGraduate School of Medicine, University of Tokyo, Tokyo, Japan.ORCID https://orcid.org/0000-0002-4443-4535
Atsushi Nishida *Research Center for Social Science & Medicine, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan.ORCID https://orcid.org/0000-0001-6451-7699
Tokyo Metropolitan Institute of Medical Science · JPThe University of Tokyo · JPThe Graduate University for Advanced Studies, SOKENDAI · JP

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVideo game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents' parents.

objectiveThis study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples.

methodsIn total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents' primary caregivers were asked about their loot box purchasing.

resultsOf the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers' loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48).

conclusionsAdolescent loot box purchasing is linked to problem online gaming, but not with parents' loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.

Indexed as

adolescentsgamblingloot box purchasingprimary caregivers

Identifiers

PMID33560241
PMCPMC7902198
OpenAlexW3127243290

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.