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- April 12, 2009
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- 23,459
A new study emerged, this time from Japan.
https://psyarxiv.com/s95dj/
Not saying everyone should read through all 34 pages, but shortened conclusion is not unexpected:
https://psyarxiv.com/s95dj/
Not saying everyone should read through all 34 pages, but shortened conclusion is not unexpected:
We knew this already, so I'm asking how many more studies we need to see and how many more years we need to wait till lootbox atrocity stops being falsely advertised as a videogame.Studies have found that adolescents’ in-game purchases are related to psychosocial problems. In-game purchases, including loot boxes, are relatively new systems; therefore, the associated problems have not been fully examined. This study considered whether adolescents plan for in-game purchases and examined the issues related to the purchasing style. We surveyed 1,052 Japanese high school students (591 females, 443 males, and 18 unknowns, aged 15–18) on their online game-playing status, in-game purchases, gaming problems, and depression symptoms. The results revealed that adolescents who made unplanned purchases users had a greater degree of problems than those who planned their purchases. Among the non-planners, loot box users had poorer mental health than non-users of loot boxes. These results suggest that to prevent psychosocial problems associated with problematic gaming among adolescents, it is important to pay attention to unplanned purchases and loot boxes.
- Joined
- Apr 12, 2009
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- 23,459