Abstract
Background. The mobile game market has been rapidly growing worldwide, especially in Japan. Because mobile games often use a free-to-play business model that involves additional in-game purchases, some monetary and event mechanics of mobile games have been controversial in Japan.
Purpose. This study explored the
Method. A total of 948 teenagers and young adults participated two surveys in November 2013 and in May 2014. Pathological gaming, weekly game exposure, monthly expenditure and preference for gambling were measured. The participants listed up to three games they played, and their monetary and event mechanics were analysed using content analysis. The degrees of exposure to each mechanics were calculated by combining
Results. Players who were exposed to
Conclusion. This study shows that some game mechanics can cause excessive use of time and money for certain players.
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