Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases

Author:

Inaguma Tokuya12ORCID,Misumi Sumiko1,Funatogawa Tomoyuki2,Nemoto Takahiro2ORCID,Harima Hirohiko1,Mizuno Masafumi1

Affiliation:

1. Department of Psychiatry Tokyo Metropolitan Matsuzawa Hospital Tokyo Japan

2. Department of Neuropsychiatry Toho University Graduate School of Medicine Tokyo Japan

Abstract

AbstractBackgroundA loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD). While they may be purchased for a few dollars at a time, the cumulative expenses resulting from their addictive use have become a social problem.Case PresentationThis paper presents a case of GD involving a substantial financial burden incurred through the use of a Japanese loot box called Gacha.ConclusionThe randomness in the selection of virtual items in loot boxes resembles gambling, triggering the reward system and contributing to an addiction to purchasing more loot boxes. For therapeutic purposes, understanding the motivations behind purchasing loot boxes and considering individual developmental characteristics are crucial to helping patients find satisfaction and a sense of achievement in activities besides gaming.

Publisher

Wiley

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