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Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults

Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults
Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults

Objective: the objective of this study is to explore the association of problem gambling with demographics, psychological distress, and gaming behavior in young adult gacha gamers in Hong Kong. 

Materials and methods: cross-sectional data was collected in the first and fifth waves of COVID-19 pandemic in Hong Kong online. Participants who aged 18–25 years and had been playing gacha games over the past 12 months were recruited. Stepwise multiple regression was used to explore the association among risk of problem gambling, gaming behavior, participation in gaming activities and psychological distress. A two-sided p-value <0.05 was considered as statistical significance. 

Results: three hundred and thirty-seven completed questionnaires were received with no missing data. 34.7% (n = 117) of the participants had non/low-risk of problem gambling. About 40% (n = 136) of them had moderate-risk and the remaining 25% (n = 84) were at high risk of problem gambling. A higher proportion of female participants (78.6%) were found in high-risk group as compared to 39.7% and 55.6% only in the non/low-risk and moderate-risk groups, respectively. The regression model (R 2 = 0.513, F = 71.895, p < 0.001) showed that 51.3% of the variance of the total problem gambling score could be explained by stress, anxiety, monthly expenses on gacha purchases, number of motives for gacha purchase and number of gambling activities engaged. 

Conclusion: the present study provides empirical evidence to support the association between problem gambling and microtransaction especially for gacha which is the most popular type of video game microtransaction in Asia. The established regression model suggests that gacha gamers with higher risk of problem gambling tend to have greater stress, higher anxiety level, spend more on gacha purchase, have more motives for gacha purchases and engage in more gambling activities. In contrast to the extant literature, higher proportion of female participants in high-risk group indicates that female gacha gamers are also at very high risk of becoming problem gamblers.

Chinese young adults, gacha, problem gambling, psychological distress, video game microtransaction
1664-0640
Tang, Anson Chui Yan
80faacd7-33ed-4957-b91e-9764fec5a7a1
Lee, Paul Hong
02620eab-ae7f-4a1c-bad1-8a50e7e48951
Lam, Simon Ching
72f4d1ac-b686-4044-ac7d-677205dd25cf
Siu, Summer Cho Ngan
81d7c70d-398b-4b4b-b719-09676d66623e
Ye, Carmen Jiawen
201ff3dc-8769-4d93-ad59-dcfae0cc44c4
Lee, Regina Lai-Tong
ae2a0c2c-01ae-43c5-9e46-e9fa056914ee
Tang, Anson Chui Yan
80faacd7-33ed-4957-b91e-9764fec5a7a1
Lee, Paul Hong
02620eab-ae7f-4a1c-bad1-8a50e7e48951
Lam, Simon Ching
72f4d1ac-b686-4044-ac7d-677205dd25cf
Siu, Summer Cho Ngan
81d7c70d-398b-4b4b-b719-09676d66623e
Ye, Carmen Jiawen
201ff3dc-8769-4d93-ad59-dcfae0cc44c4
Lee, Regina Lai-Tong
ae2a0c2c-01ae-43c5-9e46-e9fa056914ee

Tang, Anson Chui Yan, Lee, Paul Hong, Lam, Simon Ching, Siu, Summer Cho Ngan, Ye, Carmen Jiawen and Lee, Regina Lai-Tong (2022) Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults. Frontiers in Psychiatry, 13, [940281]. (doi:10.3389/fpsyt.2022.940281).

Record type: Article

Abstract

Objective: the objective of this study is to explore the association of problem gambling with demographics, psychological distress, and gaming behavior in young adult gacha gamers in Hong Kong. 

Materials and methods: cross-sectional data was collected in the first and fifth waves of COVID-19 pandemic in Hong Kong online. Participants who aged 18–25 years and had been playing gacha games over the past 12 months were recruited. Stepwise multiple regression was used to explore the association among risk of problem gambling, gaming behavior, participation in gaming activities and psychological distress. A two-sided p-value <0.05 was considered as statistical significance. 

Results: three hundred and thirty-seven completed questionnaires were received with no missing data. 34.7% (n = 117) of the participants had non/low-risk of problem gambling. About 40% (n = 136) of them had moderate-risk and the remaining 25% (n = 84) were at high risk of problem gambling. A higher proportion of female participants (78.6%) were found in high-risk group as compared to 39.7% and 55.6% only in the non/low-risk and moderate-risk groups, respectively. The regression model (R 2 = 0.513, F = 71.895, p < 0.001) showed that 51.3% of the variance of the total problem gambling score could be explained by stress, anxiety, monthly expenses on gacha purchases, number of motives for gacha purchase and number of gambling activities engaged. 

Conclusion: the present study provides empirical evidence to support the association between problem gambling and microtransaction especially for gacha which is the most popular type of video game microtransaction in Asia. The established regression model suggests that gacha gamers with higher risk of problem gambling tend to have greater stress, higher anxiety level, spend more on gacha purchase, have more motives for gacha purchases and engage in more gambling activities. In contrast to the extant literature, higher proportion of female participants in high-risk group indicates that female gacha gamers are also at very high risk of becoming problem gamblers.

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Accepted/In Press date: 8 July 2022
Published date: 5 August 2022
Additional Information: Funding Information: We would like to thank all those who kindly volunteered to participate in the study and student who assisted the data collection. Publisher Copyright: Copyright © 2022 Tang, Lee, Lam, Siu, Ye and Lee.
Keywords: Chinese young adults, gacha, problem gambling, psychological distress, video game microtransaction

Identifiers

Local EPrints ID: 471895
URI: http://eprints.soton.ac.uk/id/eprint/471895
ISSN: 1664-0640
PURE UUID: c1e3f6db-d940-4214-a0c7-884ea8a84da8
ORCID for Paul Hong Lee: ORCID iD orcid.org/0000-0002-5729-6450

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Date deposited: 22 Nov 2022 17:38
Last modified: 17 Mar 2024 04:16

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Contributors

Author: Anson Chui Yan Tang
Author: Paul Hong Lee ORCID iD
Author: Simon Ching Lam
Author: Summer Cho Ngan Siu
Author: Carmen Jiawen Ye
Author: Regina Lai-Tong Lee

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