2023
DOI: 10.1098/rsos.221129
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The relationship between psycho-environmental characteristics and wellbeing in non-spending players of certain mobile games

Abstract: Revenue generation in modern digital games is often dependent on in-game continuous player spending. This brings concerns that games may be including features which drive player spending in potentially harmful ways. Moreover, it is unknown what types of individuals may be vulnerable to these design-driven harms. We used player-donated, objective data of playtime and in-game spending from a sample of 295 players of games previously identified as ‘designed to drive spending’. We combined this with psycho-environ… Show more

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Cited by 6 publications
(3 citation statements)
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“…Although unrepresentative of the PRC general public, this platform is well-suited to cost-effectively recruiting specific samples of interest for gambling research (e.g., gambling participants and people experiencing gambling harms) [78(p. 108)] . As previous Western studies have recognised [e.g., 19(p. 11),33(p. 12)] , more objective sources of spending data that are not selfreported (such as actual data held, but not yet shared, by the industry or data measured by hardware devices [79] ) would help us to better understand the relationship between loot boxes and gambling.…”
Section: Discussionmentioning
confidence: 99%
“…Although unrepresentative of the PRC general public, this platform is well-suited to cost-effectively recruiting specific samples of interest for gambling research (e.g., gambling participants and people experiencing gambling harms) [78(p. 108)] . As previous Western studies have recognised [e.g., 19(p. 11),33(p. 12)] , more objective sources of spending data that are not selfreported (such as actual data held, but not yet shared, by the industry or data measured by hardware devices [79] ) would help us to better understand the relationship between loot boxes and gambling.…”
Section: Discussionmentioning
confidence: 99%
“…Each of these is expected to cause greater depressive symptoms-in the case of overspending, this might be mediated by financial strain and guilt (cf. Petrovskaya and Zendle, 2023). A…”
Section: Financial Harmsmentioning
confidence: 99%
“…Recent longitudinal studies have established that young people who purchase loot boxes are more likely to participate in, and spend more money on, traditional gambling six months later [5,23], thus strengthening the case for loot boxes to be subject to regulatory scrutiny. Loot box spending has also been found to be positively correlated with problem video gaming in some studies [28,38], which suggests that highly-engaged video game players may experience multiple types of harm: both gameplay time-related [9] and financial [35].…”
Section: Introductionmentioning
confidence: 99%