Reducing Problematic Loot-box Use with Self-control Intervention: A Randomized Controlled Trial

Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edman, J., Ferguson, C. J., Haagsma, M. C., Helmersson Bergmark, K., Hussain, Z., Jansz, J., Kardefelt-Winther, D., Kutner, L., Markey, P., Nielsen, R. K. L., Prause, N., … Van Rooij, A. J. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 267–270. https://doi.org/10.1556/2006.5.2016.088

Agbaria, Q. (2023). Cognitive behavioral intervention in dealing with Internet addiction among Arab teenagers in Israel. International Journal of Mental Health and Addiction, 21(4), 2493–2507. https://doi.org/10.1007/s11469-021-00733-6

Article  Google Scholar 

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Association.

Book  Google Scholar 

Angelini, F., Pivetta, E., Marino, C., Canale, N., Spada, M. M., & Vieno, A. (2024). Social norms and problematic gaming among adolescents: The role of Internet use coping motives. Addictive Behaviors, 148, 107865. https://doi.org/10.1016/j.addbeh.2023.107865

Article  PubMed  Google Scholar 

Baumeister, R. F., Vohs, K. D., & Tice, D. M. (2007). The strength model of self-control. Current Directions in Psychological Science, 16(6), 351–355.

Article  Google Scholar 

Beatty, S. E., & Elizabeth Ferrell, M. (1998). Impulse buying: Modeling its precursors. Journal of Retailing, 74(2), 169–191. https://doi.org/10.1016/S0022-4359(99)80092-X

Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviors, 96, 26–34. https://doi.org/10.1016/j.addbeh.2019.04.009

Article  PubMed  Google Scholar 

Brooks, G. A., & Clark, L. (2023). The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults. Computers in Human Behavior, 141, 107605. https://doi.org/10.1016/j.chb.2022.107605

Article  Google Scholar 

Chen, X., Jin, Y., Liu, W., Huang, R., & Wang, C. (2020). 自我控制与大学生冲动购买倾向: 金钱态度的中介作用 [Self-control and college students’ impulse buying tendency: The mediating effect of money attitude]. Chinese Journal of Clinical Psychology, 28(5), 1050–1053.

Google Scholar 

Cudo, A., Wojtasiński, M., Tużnik, P., Fudali-Czyż, A., & Griffiths, M. D. (2022). The relationship between depressive symptoms, loneliness, self-control, and gaming disorder among polish male and female gamers: The indirect effects of gaming motives. International Journal of Environmental Research and Public Health, 19(16), 10438. https://doi.org/10.3390/ijerph191610438

Article  PubMed  PubMed Central  Google Scholar 

D’Amico, N. J., Drummond, A., de Salas, K., Lewis, I., Waugh, C., Bannister, B., & Sauer, J. D. (2022). No effect of short term exposure to gambling like reward systems on post game risk taking. Scientific Reports (Nature Publisher Group), 12(1), 16751. https://doi.org/10.1038/s41598-022-21222-3

Article  CAS  Google Scholar 

Desmond, S. A., Ulmer, J. T., & Bader, C. D. (2013). Religion, self control, and substance use. Deviant Behavior, 34(5), 384–406. https://doi.org/10.1080/01639625.2012.726170

Article  Google Scholar 

Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530–532. https://doi.org/10.1038/s41562-018-0360-1

Article  PubMed  Google Scholar 

Drummond, A., Sauer, J. D., Ferguson, C. J., & Hall, L. C. (2020). The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States—A cross-national survey. PLoS ONE, 15(3), e0230378. https://doi.org/10.1371/journal.pone.0230378

Article  CAS  PubMed  PubMed Central  Google Scholar 

Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1

Article  CAS  PubMed  PubMed Central  Google Scholar 

Duckworth, A. L., & Gross, J. J. (2020). Behavior change. Organizational Behavior and Human Decision Processes, 161, 39–49. https://doi.org/10.1016/j.obhdp.2020.09.002

Article  PubMed  PubMed Central  Google Scholar 

Etchells, P. J., Morgan, A. L., & Quintana, D. S. (2022). Loot box spending is associated with problem gambling but not mental wellbeing. Royal Society Open Science, 9(8), 220111–220111. https://doi.org/10.1098/rsos.220111

Evren, C., Evren, B., Dalbudak, E., Topcu, M., & Kutlu, N. (2021). The relationship of loot box engagement to gender, severity of disordered gaming, using MMORPGs, and motives for online gaming. Psychiatry and Behavioral Sciences, 11(1), 25. https://doi.org/10.5455/PBS.20200915101516

Article  Google Scholar 

Forsström, D., Chahin, G., Savander, S., Mentzoni, R. A., & Gainsbury, S. (2022). Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index. Addictive Behaviors Reports, 16, 100453. https://doi.org/10.1016/j.abrep.2022.100453

Article  PubMed  PubMed Central  Google Scholar 

Friehe, T., & Schildberg-Hörisch, H. (2017). Self-control and crime revisited: Disentangling the effect of self-control on risk taking and antisocial behavior. International Review of Law and Economics, 49, 23–32. https://doi.org/10.1016/j.irle.2016.11.001

Article  Google Scholar 

Friese, M., Frankenbach, J., Job, V., & Loschelder, D. D. (2017). Does Self-Control Training Improve Self-Control? A Meta-Analysis. Perspectives on Psychological Science : A Journal of the Association for Psychological Science, 12(6), 1077–1099. https://doi.org/10.1177/1745691617697076

Article  PubMed  Google Scholar 

Gan, X., Xiang, G.-X., Jin, X., Zhu, C.-S., & Yu, C.-F. (2022). How Does family dysfunction influence internet gaming disorder? testing a moderated serial mediation model among Chinese adolescents. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-022-00895-x

Article  Google Scholar 

Garea, S. S., Drummond, A., Sauer, J. D., Hall, L. C., & Williams, M. N. (2021). Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending. International Gambling Studies, 21(3), 460–479.

Article  Google Scholar 

Garrett, E. P., Drummond, A., Lowe-Calverley, E., de Salas, K., Lewis, I., & Sauer, J. D. (2023). Impulsivity and loot box engagement. Telematics and Informatics, 78, 101952. https://doi.org/10.1016/j.tele.2023.101952

Article  Google Scholar 

Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127(2), e319–e329. https://doi.org/10.1542/peds.2010-1353

Article  PubMed  Google Scholar 

Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2022). The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review. Computers in Human Behavior, 131, 107219. https://doi.org/10.1016/j.chb.2022.107219

Article  Google Scholar 

Gong, L., & Rodda, S. N. (2022). An exploratory study of individual and parental techniques for limiting loot box consumption. International Journal of Mental Health and Addiction, 20(1), 398–425. https://doi.org/10.1007/s11469-020-00370-5

Article  Google Scholar 

Gong, L., Zhou, H., Su, C., Geng, F., Xi, W., Teng, B., Yuan, K., Zhao, M., & Hu, Y. (2022). Self-control impacts symptoms defining Internet gaming disorder through dorsal anterior cingulate–ventral striatal pathway. Addiction Biology, 27(5), e13210. https://doi.org/10.1111/adb.13210

Article  PubMed  Google Scholar 

Green, R., Delfabbro, P. H., & King, D. L. (2021). Avatar identification and problematic gaming: The role of self-concept clarity. Addictive Behaviors, 113, 106694. https://doi.org/10.1016/j.addbeh.2020.106694

Article  PubMed  Google Scholar 

Griffiths, M. D. (2018). Conceptual issues concerning internet addiction and internet gaming disorder: Further critique on ryding and kaye (2017). International Journal of Mental Health and Addiction, 16(1), 233–239. https://doi.org/10.1007/s11469-017-9818-z

Article  PubMed  Google Scholar 

Griffiths, M. D. (2018). Is the buying of loot boxes in video games a form of gambling or gaming? Gaming Law Review, 22(1), 52–54. https://doi.org/10.1089/glr2.2018.2216

Article  Google Scholar 

Irie, T., Shinkawa, H., Tanaka, M., & Yokomitsu, K. (2022). Online-gaming and mental health: Loot boxes and in-game purchases are related to problematic online gaming and depression in adolescents. Current Psychology. https://doi.org/10.1007/s12144-022-03157-0

Article  Google Scholar 

Jeong, H., Yim, H. W., Lee, S.-Y., Lee, H. K., Potenza, M. N., Jo, S.-J., Son, H. J., & Kim, G. (2020). Low self-control and aggression exert serial mediation between inattention/hyperactivity problems and severity of internet gaming disorder features longitudinally among adolescents. Journal of Behavioral Addictions, 9(2), 401–409. https://doi.org/10.1556/2006.2020.00039

Article  PubMed  PubMed Central  Google Scholar 

Jia, X., Zhu, H., Sun, G., Meng, H., & Zhao, Y. (2021). Socioeconomic status and risk-taking behavior among Chinese adolescents: The mediating role of psychological capital and self-control. Frontiers in Psychology, 12, 760968. https://doi.org/10.3389/fpsyg.2021.760968

Article  PubMed  PubMed Central  Google Scholar 

Jing, F., & Yue, H. (2005). 中国消费者冲动性购买倾向量表的研究[A study of developing a scale to measure Chinese consumers’ impulse buying tendency]. Public Finance Research, 5, 37–40. https://doi.org/10.19477/j.cnki.11-1077/f2005.05.015

留言 (0)

沒有登入
gif