| アイテムタイプ |
学術雑誌論文 / Journal Article(1) |
| 公開日 |
2025-07-31 |
| タイトル |
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タイトル |
The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults |
| 言語 |
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言語 |
eng |
| キーワード |
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主題Scheme |
Other |
|
主題 |
gaming disorder |
| キーワード |
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主題Scheme |
Other |
|
主題 |
loot box |
| キーワード |
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主題Scheme |
Other |
|
主題 |
microtransaction |
| キーワード |
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主題Scheme |
Other |
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主題 |
game genre |
| キーワード |
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主題Scheme |
Other |
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主題 |
objective assessment |
| 資源タイプ |
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資源タイプ |
journal article |
| アクセス権 |
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アクセス権 |
open access |
| 著者 |
Oka, Taiki
久保, 孝富
Murakami, Misa
Kobayashi, Nao
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| 抄録 |
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内容記述タイプ |
Abstract |
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内容記述 |
Background and aims: Game genres, availability on smartphones, in-game purchases, and playing duration, have been thought to influence Gaming Disorder (GD). However, little research has comprehensively examined their relationships with GD. Therefore, we examined the relationship between GD, in-game purchases, gaming duration via consoles and smartphones, and genres of smartphone games. Study 1 was based on self-reports, and Study 2 included objective data to clarify these associations. Methods: We conducted two independent online surveys that collected sociodemographic data, game use patterns, and psychopathological assessment data, including GD severity (Study 1: N 5 32,690; Study 2: N 5 3,163). General mental illness scores and objective gaming time were also collected in Study 2. Results: In Study 1, in-game purchases, several gaming genres, and subjective gaming duration were positively associated with probable GD. On the other hand, interactions between card games and loot box charges were negatively related to probable GD. In Study 2, objective gaming times of most game genres were not associated with GD. Although the correlation between subjective and objective gaming duration was moderate, their correlations with GD differed. Discussion and conclusion: These results suggest the complexity of relationships between GD and in-game purchases, genres, and gaming duration. Results of this study suggest the importance of proper assessment of GD reflecting actual functional impairment in social life. Future studies should improve and update evaluation of assessments for gaming. |
| 書誌情報 |
en : Journal of Behavioral Addictions
巻 13,
号 1,
p. 205-214,
ページ数 10,
発行日 2024-03-26
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| 出版者 |
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出版者 |
Akad$00E9miai Kiad$00F3 |
| ISSN |
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収録物識別子タイプ |
EISSN |
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収録物識別子 |
2063-5303 |
| 出版者版DOI |
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関連タイプ |
isReplacedBy |
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識別子タイプ |
DOI |
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関連識別子 |
https://doi.org/10.1556/2006.2023.00076 |
| 出版者版URI |
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関連タイプ |
isReplacedBy |
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識別子タイプ |
URI |
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関連識別子 |
https://akjournals.com/view/journals/2006/13/1/article-p205.xml |
| 権利 |
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権利情報Resource |
https://creativecommons.org/licenses/by-nc/4.0/ |
|
権利情報 |
$00A9 2023 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes $2013 if any $2013 are indicated. |
| 著者版フラグ |
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出版タイプ |
NA |
| 助成情報 |
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助成機関名 |
KDDI Corporation |