Archive | 2021
Unplanned in-game purchases and loot boxes associated with online gaming problems and mental health among adolescents
Abstract
Studies have found that adolescents’ in-game purchases are related to psychosocial problems. In-game purchases, including loot boxes, are relatively new systems; therefore, the associated problems have not been fully examined. This study considered whether adolescents plan for in-game purchases and examined the issues related to the purchasing style. We surveyed 1,052 Japanese high school students (591 females, 443 males, and 18 unknowns, aged 15–18) on their online game-playing status, in-game purchases, gaming problems, and depression symptoms. The results revealed that adolescents who made unplanned purchases users had a greater degree of problems than those who planned their purchases. Among the non-planners, loot box users had poorer mental health than non-users of loot boxes. These results suggest that to prevent psychosocial problems associated with problematic gaming among adolescents, it is important to pay attention to unplanned purchases and loot boxes.