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Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data.

Soichiro IdeMiharu NakanishiSyudo YamasakiAnd Kazutaka IkedaShuntaro AndoMariko Hiraiwa-HasegawaKiyoto KasaiAtsushi Nishida
Published in: JMIR serious games (2021)
Adolescent loot box purchasing is linked to problem online gaming, but not with parents' loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
Keyphrases
  • cross sectional
  • transcription factor
  • young adults
  • binding protein
  • mental health
  • social media
  • healthcare
  • machine learning
  • sleep quality
  • physical activity
  • depressive symptoms
  • virtual reality