Nervenheilkunde 2023; 42(03): 121-127
DOI: 10.1055/a-1974-4420
Schwerpunkt

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
David Mikusky
1   Klinik für Psychiatrie und Psychotherapie III, Universitätsklinikum Ulm
,
Simon Riedesser
1   Klinik für Psychiatrie und Psychotherapie III, Universitätsklinikum Ulm
,
Elias Bayha
1   Klinik für Psychiatrie und Psychotherapie III, Universitätsklinikum Ulm
,
Birgit Abler
1   Klinik für Psychiatrie und Psychotherapie III, Universitätsklinikum Ulm
› Author Affiliations

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

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