TY - JOUR
T1 - Associations between Marketing Exposure, In-game Purchases, Problem Gaming, Simulated Gambling, and Psychological Distress among Adolescents
AU - Chang, Fong Ching
AU - Chuang, Wei Chun
AU - Rutherford, Ru
AU - Chen, Wen Yu
AU - Yang, Chung Ying
AU - Chiu, Chiung Hui
AU - Chen, Ping Hung
AU - Miao, Nae Fang
AU - Chuang, Hung Yi
N1 - Publisher Copyright:
© The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2024.
PY - 2024
Y1 - 2024
N2 - This study examined the relationships between marketing exposure, in-game purchase, problem gaming, online simulated gambling game playing, and psychological distress. Data were obtained from a sample of 2,595 seventh-grade students from 30 middle schools in Taiwan. A self-administered questionnaire was conducted in 2020. The results indicated that 94% of adolescents engage in online gaming, with 38% making in-game purchases, and 9% playing online simulated gambling games. The multiple regression results showed that adolescents who are exposed to higher levels of gaming marketing, influenced by advertising effects, involved in in-game purchases, and have lower levels of active parental mediation were more likely to experience problem gaming. Adolescents who have increased exposure to gambling game marketing, are influenced by advertising effects, are involved in in-game purchases, and who are experiencing problem gaming were more likely to engage in online simulated gambling game playing and token purchasing. Involvement in in-game purchases, problem gaming, and playing online simulated gambling games were associated with higher levels of psychological distress and poor sleep quality. In conclusion, the results of this study link adolescents’ exposure to marketing with their involvement in in-game purchases, problem gaming, and engaging in online simulated gambling.
AB - This study examined the relationships between marketing exposure, in-game purchase, problem gaming, online simulated gambling game playing, and psychological distress. Data were obtained from a sample of 2,595 seventh-grade students from 30 middle schools in Taiwan. A self-administered questionnaire was conducted in 2020. The results indicated that 94% of adolescents engage in online gaming, with 38% making in-game purchases, and 9% playing online simulated gambling games. The multiple regression results showed that adolescents who are exposed to higher levels of gaming marketing, influenced by advertising effects, involved in in-game purchases, and have lower levels of active parental mediation were more likely to experience problem gaming. Adolescents who have increased exposure to gambling game marketing, are influenced by advertising effects, are involved in in-game purchases, and who are experiencing problem gaming were more likely to engage in online simulated gambling game playing and token purchasing. Involvement in in-game purchases, problem gaming, and playing online simulated gambling games were associated with higher levels of psychological distress and poor sleep quality. In conclusion, the results of this study link adolescents’ exposure to marketing with their involvement in in-game purchases, problem gaming, and engaging in online simulated gambling.
KW - Adolescents
KW - In-game Purchases
KW - Marketing
KW - Problem Gaming
KW - Psychological Distress
KW - Simulated Gambling
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U2 - 10.1007/s10899-024-10353-z
DO - 10.1007/s10899-024-10353-z
M3 - Article
AN - SCOPUS:85202464062
SN - 1050-5350
JO - Journal of Gambling Studies
JF - Journal of Gambling Studies
ER -