Subscribe to RSS
DOI: 10.1055/a-1974-4420
Monetarisierungsformen digitaler Spiele und Entwicklung einer Gaming Disorder
Erkenntnisse aus einer klinischen StichprobeForms of monetisation of digital games and development of a gaming disorderFindings from a clinical sample
ZUSAMMENFASSUNG
Symptome einer spielbezogenen Verhaltensstörung (Gaming Disorder) sind in der 11. Auflage der International Classification of Diseases mit validen Kriterien beschrieben. Bei einer Prävalenz von 2–3 % ist nach Einführung der neuen Klassifizierung mit klinischen Vorstellungen entsprechender Patienten zu rechnen. Für die Einschätzung einer behandlungsbedürftigen Störung sind neben den Symptomen und Risikofaktoren auch die Kenntnis der rezipierten Spiele relevant, weil die Art der Bezahlung (Monetarisierungsformen) mit der Entwicklung einer Gaming Disorder in Verbindung gebracht wird.
In der vorliegenden Arbeit wurde eine klinische Stichprobe von 151 Spielern auf Symptome der Gaming Disorder (anhand des standardisierten Fragebogens Ten Item Internet Gaming Disorder Test) sowie ihren Spielepräferenzen hin untersucht. Die genannten Spiele wurden hinsichtlich einzelner Merkmale analysiert und für problematische und normale Spieler beschrieben. Neben der weiten Verbreitung potenziell räuberischer Monetarisierungsformen in unserer Stichprobe wurden von problematischen Spielern häufiger Spiele mit zufälligen Belohnungen (Lootboxen) konsumiert, die Ähnlichkeiten zu Glücksspielen aufweisen. Es werden Gründe für Lootbox-Engagement und gesellschaftspolitische Implikationen diskutiert sowie Folgerungen für die Forschung und die Praxis gezogen.
ABSTRACT
Symptoms of a gaming disorder are described in the 11th edition of the International Classification of Diseases with valid criteria. With a prevalence of 2–3 %, clinical presentations of corresponding patients are to be expected after the introduction of the new classification. In addition to symptoms and risk factors, knowledge of the games received is also relevant for the assessment of a disorder requiring treatment, because the type of payment (forms of monetisation) is associated with the development of a gaming disorder.
In the present study, a clinical sample of 151 gamers was examined for symptoms of gaming disorder (using the standardised questionnaire Ten Item Internet Gaming Disorder Test) as well as their gaming preferences. The games mentioned were analysed about individual characteristics and described for problem and normal gamers. In addition to the widespread use of potentially predatory forms of monetisation in our sample, problem gamers more frequently consumed games with random rewards (lootboxes), which show similarities to games of chance. Reasons for lootbox engagement are discussed, and implications for politics, research and practice are drawn.
Publication History
Article published online:
03 March 2023
© 2023. Thieme. All rights reserved.
© Georg Thieme Verlag KG Stuttgart · New York
Rüdigerstraße 14, 70469 Stuttgart, Germany
-
Literatur
- 1 American Psychiatric Association Diagnostic and Statistical Manual of Mental Disorders. Washington: American Psychiatric Association; 2013
- 2 Feng W, Ramo DE, Chan SR. et al Internet gaming disorder: Trends in prevalence 1998–2016. Addictive Behaviors 2017; 75: 17-24
- 3 World Health Organization. ICD-11: International classification of diseases (11th revision) 2019. https://icd.who.int/ Accessed 10 Feb 2022
- 4 Stevens MWR, Dorstyn D, Delfabbro PH. et al Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian and New Zealand Journal of Psychiatry 2021; 55: 553-568
- 5 Mikusky D, Abler B. Wann machen digitale Spiele krank? Überlegungen zur Gaming Disorder im ICD-11. Nervenheilkunde 2021; 40: 27-34
- 6 Zendle D, Meyer R, Ballou N.. The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010–2019. PLoS One. 2020
- 7 MontielI Basterra-González A, Machimbarrena JM. et al Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling. PLoS One. 2022
- 8 Zendle D, Meyer R, Cairns P. et al The prevalence of loot boxes in mobile and desktop games. Addiction 2020; 115: 1768-1772
- 9 von Meduna M, Steinmetz F, Ante L. et al Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey. Technol Soc 2020; 63: 101395
- 10 Lovell N.. ARPPU in freemium games. www.gamesbrief.com/2011/11/arppu-in-freemium-games/
- 11 King DL, Delfabbro PH, Gainsbury SM. et al Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Comput Human Behav 2019; 101: 131-143
- 12 King DL, Delfabbro PH. Predatory monetization schemes in video games (e. g. ‘loot boxes’) and internet gaming disorder. Addiction 2018; 113: 1967-1969
- 13 Drummond A, Sauer JD.. Video game loot boxes are psychologically akin to gambling. Nat Hum Behav. 2020
- 14 Kristian R, Nielsen L, Grabarczyk P. Are Loot Boxes Gambling?. Random Reward Mechanisms in Video Games 2019: 171-207
- 15 Wartberg L, Kriston L, Thomasius R. Internet gaming disorder and problematic social media use in a representative sample of German adolescents: Prevalence estimates, comorbid depressive symptoms and related psychosocial aspects. Computers in Human Behavior 2020; 103: 31-36
- 16 Király O, Sleczka P, Pontes HM. et al Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addictive Behaviors 2017; 64: 253-260
- 17 King DL, Chamberlain SR, Carragher N. et al Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clin Psychol Rev. 2020
- 18 Király O, Bőthe B, Ramos-Diaz J. et al Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples. Psychol Addict Behav 2019; 33: 91-103
- 19 Rho MJ, Lee H, Lee TH. et al Risk factors for internet gaming disorder: Psychological factors and internet gaming characteristics. Int J Environ Res Public Health 2018
- 20 Heng S, Zhao H, Wang M.. In-game Social Interaction and Gaming Disorder: A Perspective From Online Social Capital. Front Psychiatry. 2021
- 21 Dreier M, Wölfling K, Duven E. et al Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder. Addictive Behaviors 2017; 64: 328-333
- 22 Macur M, Pontes HM.. Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors. BMC Public Health. 2021
- 23 Király O, Tóth D, Urbán R. et al Intense video gaming is not essentially problematic. Psychology of Addictive Behaviors 2017; 31: 807-817
- 24 Nicklin LL, Spicer SG, Close J. et al “It’s the attraction of winning that draws you in” – a qualitative investigation of reasons and facilitators for videogame loot box engagement in UK gamers. J Clin Med. 2021
- 25 Lemenager T, Neissner M, Sabo T. et al “Who Am I” and “How Should I Be”: a Systematic Review on Self-Concept and Avatar Identification in Gaming Disorder. Curr Addict Rep 2020; 07: 166-193
- 26 Chung W, Sun CK, Tsai IT. et al A systematic review and meta-analysis on the clinical implications of probability discounting among individuals with Internet gaming disorder. Sci Rep. 2021
- 27 Raneri PC, Montag C, Rozgonjuk D. et al The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review. Addictive Behaviors Reports. 2022
- 28 Spicer SG, Nicklin LL, Uther M. et al Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis. New Media Soc 2022; 24: 1001-1022
- 29 Hing N, Rockloff M, Russell AMT. et al Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation. J Behav Addict. 2022
- 30 Ide S, Nakanishi M, Yamasaki S. et al Adolescent problem gaming and loot box purchasing in video games: Cross-sectional observational study using population-based cohort data. JMIR Serious Games. 2021
- 31 Hall LC, Drummond A, Sauer JD. et al Effects of self-isolation and quarantine on loot box spending and excessive gaming-results of a natural experiment. Peer J. 2021
- 32 Zendle D, Cairns P.. Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS One. 2018
- 33 Zendle D, Meyer R, Over H.. Adolescents and loot boxes: Links with problem gambling and motivations for purchase. R Soc Open Sci. 2019
- 34 Larche CJ, Chini K, Lee C. et al Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes. J Gambl Stud 2021; 37: 141-163