2. Related Work
2.4. Lee and Kim
In 2016, Changho Lee and Ocktae Kim conducted a study for the Department of Mass Media Arts and Sciences at the National Youth Policy Institute in the Korean Sejong City. One of the main purposes of their study was to analyze the effect of online gaming on addiction by classifying it into PC online gaming and mobile gaming. This study aimed to analyze the extent to which playing games after midnight affected addictive behavior. In addition, this study analyzed the impact of game genres, parental factors, the leisure environment, and relationship satisfaction on game addiction. About 1556 students living in five major Korean cities were sampled. Online game playing time was an important predictor of game addiction, especially among those who played PC online games late at night. Among the game genres, RPG, simulation, and casual games were positively associated with addictive behavior. While the game and the leisure environment had little effect on game addiction, the extent of satisfaction with relationships with parents, friends, and teachers had a significant influence. However, parental attachment and parental mediation did not impact game addiction.
Games are an important part of leisure time activities for young Koreans. According to the statistics, 57.7% of young people enjoy watching television and DVDs at the weekends and during holidays, 41.9% play computer games, and only 17.9% engage in some type of cultural or art activities, and 14.5% actively play sports.
Various factors related to the addiction of online games in a smart mobile-phone saturated media environment were examined. Online game addicts were 11.4% of the participants in total. Their findings were similar to the addiction rate found in different Asian studies: 15.7% among adolescents in Hong Kong and between 8.8% and 9.9% among adolescents in Singapore. However, a superficial comparison of these results is not very beneficial due to the different scales used for measuring game addictions. If the demographic variables are considered, gender is strongly linked to game addiction. It is clear that male students are much more dependent on online games than female students. However, the number of female students who enjoy playing mobile games is increasingly growing. According to a study published by the National Youth Policy Institute in Korea, 41.7% of male participants enjoyed playing mobile games for more than 5 days per week in comparison to 33.2% of female participants. Having in mind the expansion and development of mobile games, it is becoming more and more likely that female students will also become addicted to mobile games. Online game playing time was an important predictor of game addiction, which supports the above-mentioned results of the study. It is interesting that the effect of PC online game playing time on addiction was more significant than the effect mobile gaming had on addiction. Although mobile games are also becoming more popular among adolescents, they seem to have a lower degree of addiction than the PC online games. However, with the development of technology, an increasing number of users will enjoy playing MMORPG on mobile platforms in the near future. This will probably increase the addiction of adolescents to mobile games, and, in turn, it will enhance their addiction.
The students who played PC online games late at night showed a higher tendency for game addiction. Therefore, it can be concluded that limiting adolescents’ access to PC online games after midnight is very important in preventing game addiction. However, this result does not mean the system of forced shutting down should be encouraged by blocking access to online games for young gamers. Although the Korean government does not allow high school students to use online games after midnight, some students manage to do it anyway. It is likely they have access to online games by using other people’s ID cards. This policy was criticized by many young people. It is necessary to have a higher degree of parental interest in children’s gaming after midnight and more guidance. Parents need to supervise their children’s habits and patterns discretely, as parental supervisions surely contributes to decreasing game addiction. Addicted adolescents can play games late at night. Therefore, the above-mentioned findings need to be interpreted carefully. Among the game genres, RPG, simulation, and casual games significantly increased the probability of addiction. However, the effect of these variables was not as strong.
It is interesting to note there was a significant gender difference related to the increased probability of addiction. The male students who liked simulation and casual games were at risk of developing addiction, while the female students who liked RPG and shooting were at a greater risk of addiction. One possible explanation for this result is that female students played RPG games in order to socialize with other gamers and for fun to a greater extent than the male students did. Therefore, they tended to be more addicted to RPG games. Although casual games were popular among female students, they increased the risk of addiction among male students. This result also indicated that men are becoming more and more trapped in simple games that do not require much time to play. As occasional gaming increases with the expansion of smartphones, male students are likely to be at a greater risk of becoming addicted to mobile gaming. This significant gender gap requires more detailed analysis in the future.
As opposed to many of the above-mentioned studies, this one found that parental attachment did not have a significant impact on gaming addiction. Parental mediation did not play a role in reducing gaming addiction. This result suggests that parental influence on gaming addiction among young people in Korean society is minimal. As already mentioned above, most participants stated their parents had no interest in their online gaming. The factors that increased the risk of online addiction at home were a lack of parental interest in their children’s online activities and a lack of willingness to control their time spent online [
7].
4. Study Results
4.1. General Data Analysis
A total of 713 participants took part in the study. From the total number, 589 (82.6%) were male, 80 (11.2%) female, 26 (3.6%) “other”, and 18 (2.5%) did not want to state their gender.
Most participants were in their twenties. Only 74 participants (10.4%) were under 18 years old, 232 (32.5%) were between 18 and 20 years old, 177 (24.8%) were between 22 and 25 years old, 135 (18.9%) were between 26 and 29 years old, and 68 (9.5%) participants were between 30 and 33 years old. A quarter of participants were people older than 33: 14 (2%) participants were between 34 and 36 years old, 8 (1.1%) between 37 and 39 years old, 2 (0.3%) between 40 and 42 years old, 1 participant (0.1%) between 43 and 45 years old, and 1 (0.1%) participant was over 50 years old.
Regarding employment status, 206 (28.9%) participants were full-time employed, 81 (11.4%) worked part-time, 77 (10.8%) were unemployed, 327 (45.9%) were students, and 22 (3.1%) participants did not want to state their working status.
The participants’ average annual income was also a part of the survey. It is important to note that the currency used was US dollars. More than a third of participants, 269 (37.7%) earned below USD 6.500 per year. This included the unemployed, some students, and low-income earners. One-tenth of the participants, 66 (9.3%), earned between USD 6500 and USD 13,000 per year, 103 (14.4%) earned between USD 13,000 and USD 40,000, 53 (7.4%) earned between USD 40,000 and USD 65,000 per year, and 34 (4.8%) had an even higher income between USD 65,000 and USD 90,000. Only 5 people (0.7%) earned between USD 90,000 and USD 100,000 per year, and only 15 respondents had the highest annual salary of over USD 100,000. Almost a quarter of participants, 168 (23.6%), did not want to state their income.
From the total of 713 participants, 4 (0.6%) stated they did not attend school. There were 36 (5%) participants who only completed primary school education. Almost half of the participants, 350 (49.1%), graduated from high school, 250 (35.1%) completed some form of higher education, 38 (5.3%) completed postgraduate studies, and 35 (4.9%) did not want to answer this question.
4.4. Details on Spending
A further question was based again on the Likert scale. The question was “How likely are you to spend money on these games again?”: 1 was “most likely not” and 10 “most likely yes”. From 713 answers, a clear determination could be seen. The highest percentages were either 1 (94 answers or 13.2%) or 10 (176 answers or 24.7%). The rest of the answers were fairly equally divided among other options.
There were two questions on spending. The first question was regarding the total amount of money the participants spent on Gacha games (in US dollars). Only 133 (18.7%) participants stated they spent no money. It can be noticed this percentage is 1.1% lower for the people whose answer to the previous question was that they had never spent money on Gacha games. Furthermore, 49 (6.9%) participants spent up to USD 10 on Gacha games, 87 (12.2%) participants spent up to USD 50 on Gacha games, 79 (11.1%) participants spent up to USD 100 on Gacha games, 40 (5.6%) participants spent up to USD 150 on Gacha games, 50 (7%) participants spent up to USD 200 on Gacha games, 55 (7.7%) participants spent up to USD 300 on Gacha games, and 220 (30.9%) participants spent over USD 300 on Gacha games.
The second question (shown in
Figure 1) was regarding the total amount of money the participants spent on Gacha games per session (in US dollars). Again, there is less unreliable information because 146 (20.5%) participants claimed that they had never spent money on Gacha games. However, 139 (19.5%) participants spent up to USD 10 per session, 179 (25.1%) participants spent up to USD 50 per round, 84 (11.8%) participants spent up to USD 100 per session, 26 (3.6%) participants spent up to USD 150 per session, 41 (5.8%) participants spent up to USD 200 per session, 28 (3.9%) participants spent up to USD 300 per session, and 70 (9.8%) participants spent over USD 300 per session.
In the following question, the participants had to mark the statement they agreed with. The statements were as follows:
“I never spend money on Gacha games.”—123 (17.1%)
“I don’t mind occasionally spending the money on Gacha games (few times per year).”—379 (53.2%), half of all the votes
“I don’t mind spending money on Gacha games every month.”—179 (25.1%)
“I don’t mind spending money on Gacha games every week.”—15 (2.1%)
“I don’t mind spending money on Gacha games every day.”—0 (0%)
Other…—17 (2.5%)
The next question was about what the game did to make the participant give in and spend money on the game. If they spent no money, participants had to indicate what nearly led them to spend the money. The options were as follows:
Currency in the game feels less like spending real-world money—36 (5%)
Currency is not expensive for small one-time purchases—111 (15.5%)
Purchasing the biggest currency packages will give me more value for money (profitability)—101 (14.1%)
Feeling the need to spend in order to make progress in the game—32 (4.4%)
Limited time for a character/weapon/item—384 (53.8%)
Increased chance of winning a character/weapon/item—145 (20.3%)
It was easy to buy the currency, with just a few clicks—54 (7.5%)
Need for a stronger character/weapon/item—187 (26.2%)
Need for energy (stamina, many games use it to limit play time)—26 (3.6%)
Gaining competitive advantage—40 (5.6%)
Profile adjustment, cosmetics, clothing, in-game furniture—99 (13.8%)
Discount on in-game currency—150 (21%)
Purchasing with friends or the community—43 (6%)
Other… (mostly to support game developers or not to spend money)—47 (6.5%)
This was followed by a simple Yes/No/Maybe question, where participants were asked if they would say they spent more money after playing the game for a while; 369 (51.8%) said “Yes”, 237 (33.2%) said “No”, and 107 (15%) participants said “Maybe”.
The penultimate question was again based on the Likert scale, where 1 meant “most likely no” and 10 “most likely yes”. The result shown in
Figure 2. tended towards “most likely yes”; 297 (41.7%) participants chose that answer. There were 74 (10.4%), 153 (21.5%), and 125 (17.5%) participants who voted for 7, 8, and 9.
The last question type was again a simple Yes/No/Maybe question and examines whether participants felt addicted to Gacha games. According to the result, 111 (15.6%) participants thought they were addicted, 398 (55.8%) participants thought they were not addicted, and 204 (28.6%) participants thought they might be addicted to Gacha games.
6. Discussion and Conclusions
Internet addiction refers to the excessive and compulsive use of the Internet, which leads to negative consequences in various aspects of a person’s life, including social, occupational, and psychological functioning. Addictive gambling, also known as gambling addiction or pathological gambling, is a condition characterized by an uncontrollable urge to gamble despite the negative consequences it may have on a person’s life.
Both Internet addiction and addictive gambling can have significant psycho-social and affective consequences for individuals, particularly when related to video games. Excessive Internet use, including online gaming, can lead to social isolation, impaired relationships, and decreased productivity in academic or professional settings. It can also contribute to feelings of anxiety, depression, loneliness, and low self-esteem. Addictive gambling, when associated with video games that incorporate gambling-like mechanics, such as loot boxes or virtual currency, can lead to financial problems, debt, and legal issues. The constant pursuit of rewards and the thrill of winning can create a cycle of compulsion and reward-seeking behaviors, further exacerbating the addiction. The psycho-social consequences may include strained relationships, loss of trust, and a negative impact on one’s overall well-being.
Overall, Internet addiction and addictive gambling related to video games can have detrimental effects on individuals’ mental health, social interactions, and overall quality of life. It is essential to recognize and address these issues to promote healthier gaming habits and provide support for those affected by these addictive behaviors.
Gacha games are one of the most successful branches in the mobile game industry. They were created in 2011, and almost all the games are free to play. What makes Gacha games recognizable is the Gacha draw system that works on the principle of a raffle or lottery. A player uses currency to draw new characters or weapons, and if there is not enough currency, the player can buy it with real-world money. Gacha games came to the very top of mobile games, both in popularity and earnings. In 2016, the CESA committee asked its members to make the probability of drawing each character public. This rule is respected and followed by every Gacha game today. Different studies from previous years indicate that the purchase of loot boxes is potentially related to problem gambling and problem video gaming. Many studies recommend that the sale of loot boxes, which is also a type of Gacha draw, should be banned for minors because it represents a type of gambling. Studies also show that more people open loot boxes if prizes can be sold, that parental attachment has no significant impact on gambling addiction, and that depression, anxiety, and loneliness increase Internet addiction. While a player may regret spending money on a game, the continuous fun that the game provides can compensate for negative and skeptical emotions.
Gacha games leverage players’ emotions, such as luck, satisfaction, and insecurity, to create addiction and encourage continued play. These games exploit dopamine release and offer easy accessibility to players of all ages, leading to potential vulnerability. Microtransactions within the games further facilitate gameplay and increase spending. Research suggests that average players are in their 20s, may feel lonely, and exhibit emotional vulnerability. However, these studies have limitations, and further research is needed to fully understand the impact of emotions on player behavior in Gacha games.
This study was based on the assumption that players who played the game for a longer time period spent more money on draws than new players on average spent. The assumption was also that players spent most time a day playing Gacha games when they played a new game. This study showed that most participants did not consider themselves addicted to gambling, although most of them spent money on Gacha games and a tenth of them spent more than USD 300 at once. Half of the participants did not consider themselves addicted to Gacha games. The study confirmed that players who played the game for a while also spent more on it. The assumption that players spend the most time on a new game proved incorrect. Participants spent more time a day playing games after they got into the playing habit.
The limitations of this study should be taken into consideration to provide a more comprehensive understanding for readers. Firstly, the sample size of the survey was relatively small, with a total of 713 participants. This may not fully represent the diverse population of Gacha game players, and the results may not be generalizable to a larger population. Furthermore, the survey had a gender imbalance, with 82.6% of participants being male. This gender skew could influence the findings and limit the applicability of the results to a more balanced population. Additionally, the survey relied on self-reported data, which introduces the possibility of response bias. Participants may have provided inaccurate or incomplete information, either unintentionally or deliberately. The anonymous nature of the survey could further contribute to potential response bias, as participants may feel less accountable for their answers.
Moreover, the study focused on a specific demographic of participants, primarily individuals in their 20s, a third of whom were employed and half with a high school degree. This limited demographic representation may restrict the generalizability of the findings to a wider range of Gacha game players. Lastly, the study was based on assumptions, such as the relationship between the duration of gameplay and spending habits. While some assumptions were supported by the findings, it is important to recognize that these assumptions may not hold true in all cases or for different populations of players.
In summary, readers should interpret the study findings with caution, considering the limitations, such as the small sample size, gender imbalance, self-reported data, limited demographic representation, and reliance on assumptions. Further research with a more diverse and representative sample would be valuable to validate and expand upon these findings.
Gacha games are at the same time fun and dangerous because of the substantial investment of time and money they require. To enhance the design of Gacha games and promote responsible gameplay while minimizing the risk of addiction, several strategies can be implemented: (1) transparency and fairness: clearly communicate odds and pricing and prevent excessive duplicates; (2) limit spending: set in-game spending limits and provide alternate ways to earn currency; (3) balanced rewards: design systems that offer satisfying progression for all players; (4) time-limited mechanics: introduce time-limited events to encourage regular play without excess; (5) player support: offer resources on responsible gaming and provide contact information for support; (6) social features: foster community engagement to reduce excessive play; (7) personalization: allow customization for player enjoyment beyond Gacha draws; and (8) regular assessments: continuously evaluate gameplay patterns and seek player feedback.
It is important for game developers to prioritize player well-being and continuously evaluate the impact of their design choices on players’ mental and financial health. By implementing these strategies, developers can create a more responsible and enjoyable gaming experience in the world of Gacha games.
Future work could involve expanding the scope of research by comparing Gacha game players with those engaged in other types of games or examining the behavior of Gacha game players in various geographical or cultural contexts.
Potential trajectories for future investigations include exploring the long-term effects of Gacha games on mental health and well-being. Another direction is studying the design elements that contribute to addictive behaviors in these games, with a focus on understanding how certain features and mechanics impact player engagement. Additionally, assessing interventions for preventing and treating Gacha game addiction can provide valuable insights into effective strategies for supporting players. Investigating cross-cultural influences on Gacha game behavior can shed light on the cultural factors that shape player experiences and preferences. Furthermore, examining the ethical implications of these games and consumer protection measures can help ensure player safety and fair practices. Analyzing the economic impact and regulatory measures for Gacha games is crucial for understanding their broader societal implications. Exploring alternative monetization models for mobile games can offer new approaches to balance revenue generation with player satisfaction. Additionally, studying the role of parental guidance in preventing Gacha game addiction can provide guidance for parents and caregivers. Assessing industry-wide standards for Gacha game design and promoting responsible game development practices can contribute to a healthier gaming ecosystem. Finally, conducting longitudinal studies on Gacha game trends and prevention measures can provide a comprehensive understanding of the evolving landscape and guide future interventions.