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Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes

机译:在收藏纸牌游戏中的问题赌博和助推器包装支出之间的联系:策略盒研究的概念复制

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Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η 2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η 2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η 2 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.
机译:Loot Boxes是在某些视频游戏中的随机奖励的数字容器,这些游戏通常是为真实世界的金钱购买的。最近,令人担忧的是,战利品盒可能近似传统的赌博活动,并且赌博问题的人已经证明了在掠夺者盒上花费更多而不是没有赌博问题的同龄人。有人认为,作为赌博的机制的掠夺框的规定是不合适的,因为同样的活动也与传统形式的赌博形式相似,例如可收集纸牌游戏,不受这些规定。收藏纸牌游戏的玩家经常购买密封的物理包卡,这些“助推器包”与战利品盒分享了许多正式的相似性。但是,不是所有类似于赌博的一切都需要规定。在这里,在一个大型的可收集卡游戏玩家(n = 726)中,我们在物理助推器和问题赌博上的现实世界商店支出之间没有统计上显着的联系(P = 0.110,η2= 0.004)和一个微不足道的在在线商店中的增压包的支出之间的幅度关系(p = 0.035,2 = 0.008)。使用TOST程序的后续等效测试拒绝了这些效应中的任何一个实际重要性(η2& 0.04)的假设。因此,虽然可收集卡游戏助推器包,如战利品盒,但与赌博共享结构相似之处,似乎它们可能与战利品盒的方式与赌博的问题相同。我们讨论这些差异的潜在原因。关于制定具有传统形式的赌博的活动特征的活动的决定应在定义标准的基础上作出,以及赌博问题的人是否比没有赌博问题的同行购买此类物品。我们的研究表明,目前还有一些证据支持集体纸牌游戏的监管。

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