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The Risky Behaviors of Using Loot Box in Online Games Among Japanese University Students (102637)

Session Information: Psychology and Education
Session Chair: Melvin Macuha

Wednesday, 25 March 2026 10:20
Session: Session 1
Room: Room 703 (7F)
Presentation Type: Oral Presentation

All presentation times are UTC + 9 (Asia/Tokyo)

Loot boxes (or "gacha" in Japan) are virtual items in video games that offer randomized rewards, with growing evidence linking their use to problematic gambling, gaming addiction, and psychological distress—particularly among young adults with poorer spending control. Despite global concerns, research on loot box engagement in Japan remains limited. This study examined loot box use among Japanese university students (N=299) via an online survey, assessing prevalence, risk factors, and psychosocial correlates. Results revealed moderate gaming frequency (51.8% played ≤3 times/month) but prolonged sessions (1–3 hours), with 58.9% frequently opening multiple loot boxes per session, primarily in RPG and music games on smartphones (73.2%). Motivations were driven by character acquisition and reward probability boosts. Risk stratification (RLI scores) identified high-risk users (19–25 points), who exhibited significantly greater circle participation (p=0.002), gaming/gambling intensity (p<0.05), and psychosocial impairments—including lower self-control, higher mental distress, and poorer quality of life (all p<0.01). Regression analysis confirmed problematic gambling (B=0.121, p=0.003), gaming disorder (B=0.437, p<0.001), and low self-control (B=−0.228, p<0.01) as key predictors of risky loot box use (R²=.483). While RLI scores correlated with mental health outcomes, these links became nonsignificant when accounting for behavioral factors, suggesting mediation by underlying gambling/gaming issues. The findings underscore loot box engagement as a public health concern in Japan, with high-risk users displaying distinct behavioral and psychosocial vulnerabilities. Interventions targeting impulse control and gaming habits may mitigate risks, though further research is needed to clarify causal pathways.

Authors:
Xinyue Zhang, University of Tsukuba, Japan


About the Presenter(s)
Xinyue Zhang is currently a second year master student of public health, University of Tsukuba, Japan and a member of Social Psychiatry and Mental Health Lab. Current research is about problematic use of loot box in online game.

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Posted by James Alexander Gordon

Last updated: 2023-02-23 23:45:00