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 , JP

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

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

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

*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
  • JP
  • Phone: 81 3-5316-2298
  • Email: nishida-at@igakuken.or.jp