Izvorni znanstveni članak
https://doi.org/10.48188/so.6.17
Exploring microtransaction use and gambling risk: a cross-sectional study
Bruno Kačer
; Faculty of Humanities and Social Sciences, University of Split, Split, Croatia
Ivan Buljan
orcid.org/0000-0002-8719-7277
; Faculty of Humanities and Social Sciences, University of Split, Split, Croatia
*
* Dopisni autor.
Sažetak
Aim: To determine whether playing video games with microtransactions is a predictor of higher scores on the South Oaks Gambling Screen: Revised for Adolescents (SOGS-RA) questionnaire, and whether playing specific video games increases the tendency to gamble or if another factor is involved.
Methods: In this cross-sectional study, participants completed an online SOGS-RA questionnaire and answered questions about their gaming habits, such as how much money they had spent, how many games they had played, and how much time they had spent playing. We analysed the data using Spearman’s correlation coefficient and linear regression.
Results: Two hundred and eight people completed the questionnaire, with three responses deemed invalid and excluded. Of the remaining participants, 180 reported playing video games with microtransactions. There was no significant association between playing specific video games and higher SOGS-RA scores (ρ = −0.01, P > 0.05). The most frequently mentioned video games with microtransactions were not correlated with higher gambling tendencies. Although some participants who reported spending more money on microtransactions also had higher SOGS-RA scores, there was no indication of a strong predictive relationship between video games and gambling behavior (ρ = 0.17, P < 0.01).
Conclusion: Gambling using video games was not linked to any specific video game, but rather to another factor that has yet to be identified.
Ključne riječi
gacha games; gambling; loot boxes; microtransactions; video games
Hrčak ID:
340597
URI
Datum izdavanja:
5.12.2025.
Posjeta: 314 *