Evidence map›Paper›PMID 38868486›Full record

ArticlePCN reports : psychiatry and clinical neurosciences2024

Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases.

Tokuya Inaguma, Sumiko Misumi, Tomoyuki Funatogawa, Takahiro Nemoto, Hirohiko Harima, Masafumi Mizuno

Abstract readCase Reports
In one paragraph

Article in PCN reports : psychiatry and clinical neurosciences, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
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

1 citing paper in PubMed.

  1. Article
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

6 authors.

Tokuya InagumaDepartment of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan.ORCID 0009-0008-7745-2060
Sumiko MisumiDepartment of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan.
Tomoyuki FunatogawaDepartment of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.
Takahiro NemotoDepartment of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan.ORCID 0000-0002-7318-7377
Hirohiko HarimaDepartment of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan.
Masafumi MizunoDepartment of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD). While they may be purchased for a few dollars at a time, the cumulative expenses resulting from their addictive use have become a social problem. Case Presentation: This paper presents a case of GD involving a substantial financial burden incurred through the use of a Japanese loot box called Gacha. Conclusion: The randomness in the selection of virtual items in loot boxes resembles gambling, triggering the reward system and contributing to an addiction to purchasing more loot boxes. For therapeutic purposes, understanding the motivations behind purchasing loot boxes and considering individual developmental characteristics are crucial to helping patients find satisfaction and a sense of achievement in activities besides gaming.

Indexed as

addictive behaviorgambling disordergaming disorderloot boxreward system

Identifiers

PMID38868486
PMCPMC11114398

What OpenQuestion holds

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Registered trials

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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.