![]() Furthermore, while high prevalence estimates of Internet gaming disorder have been found in Asia (pooled prevalence = 9.9%, 95% CI = 1.0–21.5%) and North America (pooled prevalence = 9.4%, 95% CI = 8.3–10.5%), low prevalence estimates were found in Australia (pooled prevalence = 4.4%, 95% CI = 1.9–7.4%) and Europe (pooled prevalence = 3.9%, 95% CI = 2.8–5.3%). In addition, the gaming is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational, or other important areas of functioning.įam conducted a meta-analysis on the prevalence of Internet gaming disorder in adolescents and reported a pooled prevalence rate of 4.6% (95% confidence interval = 3.4–6.0%) in adolescents aged 10–19 years. According to the ICD-11, gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior and is manifested by impaired control over gaming, increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences. The World Health Organization included “gaming disorder” in the 11th revision of the International Classification of Diseases (ICD-11) with the diagnostic code 6C51. ![]() However, the American Psychiatric Association recognized Internet gaming disorder in the section recommending conditions for further research. There was not sufficient evidence to determine whether the condition is a unique mental disorder or the best criteria to classify it at the time the DSM-5 was published in 2013. Finally, we discussed future directions for clinical psychological studies on loot boxes.Īddiction to gaming is described in the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Specifically, those who spend more money in-game on loot boxes exhibit Internet gaming–related and/or disordered gambling symptoms and behaviors. The present review clarified relationships between loot box engagement, gaming, gambling, and other variables, such as mood, gender, physiological state, and motivation, and partially identified the characteristics of people who purchase loot boxes using real money. In addition to gaming and gambling, the relationships among some variables, such as mood, gender, physiological state, motivation, and loot box engagement, were examined. Overall, this review identified positive relationships among Internet gaming disorder–related symptoms, disordered gambling symptoms, and engagement with, or investment in, loot boxes. Of the 201 studies examined for eligibility, we reviewed 20 studies that met the predefined criteria, which were extracted by searching electronic databases (PsycINFO, PubMed, Ovid, EBSCO, and Web of Science) and the reference lists of included studies, and that were published up to March 27, 2021. We conducted a systematic review to identify the characteristics of people who purchase loot boxes with real money, focusing on the relationships (a) between loot boxes and gaming, (b) between loot boxes and gambling, and (c) between loot boxes and other variables. Research has indicated that loot boxes are risky gaming components that could exacerbate Internet gaming disorder due to a link between loot box purchasing and gambling.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |