Published on in Vol 9, No 1 (2021): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/23886, first published .
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Soichiro Ide   1 * , PhD ;   Miharu Nakanishi   2 * , PhD ;   Syudo Yamasaki   2 , PhD ;   Kazutaka Ikeda   1 * , PhD ;   Shuntaro Ando   3 , MD, PhD ;   Mariko Hiraiwa-Hasegawa   4 , PhD ;   Kiyoto Kasai   3 , MD, PhD ;   Atsushi Nishida   2 * , PhD

1 Addictive Substance Project, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan

2 Research Center for Social Science & Medicine, Tokyo Metropolitan Institute of Medical Science, Tokyo, Japan

3 Graduate School of Medicine, University of Tokyo, Tokyo, Japan

4 School of Advanced Science, SOKENDAI (Graduate University for Advanced Studies), Kanagawa, Japan

*these authors contributed equally

Corresponding Author:

  • Atsushi Nishida, PhD
  • Research Center for Social Science & Medicine
  • Tokyo Metropolitan Institute of Medical Science
  • 2-1-6 Kamikitazawa
  • Setagaya-ku
  • Tokyo, 156-8506
  • Japan
  • Phone: 81 3-5316-2298
  • Email: nishida-at@igakuken.or.jp