Sikap Kompetitif dan Problematic Gambling pada Pemain Game Gacha: Studi Kasus Tunggal
DOI:
https://doi.org/10.35134/jpsy165.v17i4.460Keywords:
sikap kompetitif, mata uang virtual, problematic gambling, problematic gaming, mobile gacha gamesAbstract
Problematic gaming dan problematic gambling menjadi semakin bercampur dengan satu sama lain, dengan meningkatnya popularitas mobile gacha game. Game gacha sudah terancang dari sananya untuk mendorong para pemain untuk melakukan transaksi untuk mendapatkan hadiah atau maju dalam game. Hadiah yang didapatkan bisa berupa karakter, senjata, atau hal lainnya yang dapat menolong para pemain dalam berprogres. Dengan melakukan transaksi, para pemain dapat mendapatkan mata uang virtual, yang digunakan untuk transaksi dalam game. Mendapatkan hadiah ini, tidak selalu dijamin untuk menadapatkan hal yang diinginkan. Dengan memasukkan lebih banyak jumlah uang, maka semakin meningkatnya peluang untuk mendapatkan hadiah tersebut. Dengan adanya harta yang dipertaruhkan maka transaksi yang terjadi dalam game pada dasarnya adalah perjudian. Di beberapa game, lebih banyak hadiah bisa didapat dengan bersaing dengan pemain lainnya. Sistem ini mendorong pemain untuk membeli lebih banyak mata uang virtual untuk mengalahkan yang lain dan mendapatkan jalan pintas. Pengeluaran yang tidak bertanggung jawab dalam jangka panjang dapat mengakibatkan terbentuknya problematic gaming dan problematic gambling. Menggunakan tinjauan literatur dan wawancara mendalam, penelitian dilakukan pada seorang laki-laki asal Vietnam mantan pemain mobile gacha game berusia 24 tahun yang mengalami problematic gambling dengan menghabiskan banyak uang dalam permainan gacha hingga sempat tidak dapat mengurus dirinya sendiri dalam sebuah rentang waktu. Dirinya menghabiskan kurang lebih 20.000 Dolar AS dalam tujuan untuk mendapatkan rasa puas setelah mengalahkan para pemain lainnya.
References
Garea, S. S., Drummond, A., Sauer, J. D., Hall, L. C., & Williams, M. N. (2021). Meta-Analysis of the Relationship Between Problem Gambling, Excessive Gaming and Loot Box Spending. International Gambling Studies, 21(3), 460–479. https://doi.org/10.1080/14459795.2021.1914705
Li, W., Mills, D., & Nower, L. (2019). The Relationship of Loot Box Purchases to Problem Video Gaming and Problem Gambling. Addictive Behaviors, 97, 27–34. https://doi.org/10.1016/j.addbeh.2019.05.016
Close, J., Spicer, S., Nicklin, L., Uther, M., Lloyd, J., & Lloyd, H. (2021). Secondary Analysis of Loot Box Data: Are High Spending “Whales” Wealthy Gamers or Problematic Gamblers? Addictive Behaviors, 117,106851. https://doi.org/10.1016/j.addbeh.2021.106851
Irisova, A. A. (2024). Online Gaming As A Means of Intercultural Communication Using the Example of the Game Genshin Impact. Online Gaming as a Means of Intercultural Communication Using the Example of the Game Genshin Impact. https://doi.org/10.46916/03062024-1-978-5-00215-417-3
Newall, P. (2023). Beyond Gambling: The Dangers of Analogistic Reasoning in Addiction Science, And How Loot Box Psychology Should Create Its Own Unique Theory. Addiction Research & Theory, 32(5), 319–324. https://doi.org/10.1080/16066359.2023.2279082
Garrett, E. P., Drummond, A., Lowe-Calverley, E., & Sauer, J. D. (2022). Current Loot Box Warnings are Ineffective for Informing Consumers. Computers in Human Behavior, 139, 107534. https://doi.org/10.1016/j.chb.2022.107534
Brooks, G. A., & Clark, L. (2019). Associations Between Loot Box Use, Problematic Gaming and Gambling, and Gambling-related Cognitions. Addictive Behaviors, 96, 26–34. https://doi.org/10.1016/j.addbeh.2019.04.009
Nicklin, L. L., Spicer, S. G., Close, J., Parke, J., Smith, O., Raymen, T., Lloyd, H., & Lloyd, J. (2021). “It’s the Attraction of Winning That Draws You in”—A Qualitative Investigation of Reasons and Facilitators for Videogame Loot Box Engagement in UK Gamers. Journal of Clinical Medicine, 10(10), 2103. https://doi.org/10.3390/jcm10102103
Shi, J., Renwick, R., Turner, N. E., & Kirsh, B. (2019). Understanding the Lives of Problematic Gamers: The Meaning, Purpose, and Influences of Video Gaming. Computers in Human Behavior, 97, 291–303. https://doi.org/10.1016/j.chb.2019.03.023
Hintz, E. A., & Betts, T. (2022). Reddit in Communication Research: Current Status, Future Directions and Best Practices. Annals of the International Communication Association, 46(2), 116–133. https://doi.org/10.1080/23808985.2022.2064325
American Psychiatric Association. (2022). Diagnostic and Statistical Manual of Mental Disorders (5th ed., text rev.). https://doi.org/10.1176/appi.books.9780890425787
Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2023). Videogame Player Experiences with Micro-transactions: An Interpretative Phenomenological Analysis. Computers in Human Behavior, 145, 107766. https://doi.org/10.1016/j.chb.2023.107766
Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for Loot Boxes is Linked to Problematic Gambling, Regardless of Specific Features Like Cash-out and Pay-To-Win. Computers in Human Behavior, 102, 181–191. https://doi.org/10.1016/j.chb.2019.07.003
Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2022). The Relationship Between Videogame Micro-transactions and Problem Gaming and Gambling: A Systematic Review. Computers in Human Behavior, 131, 107219. https://doi.org/10.1016/j.chb.2022.107219
Petrovskaya, E., & Zendle, D. (2021). Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective. Journal of Business Ethics, 181(4), 1065–1081. https://doi.org/10.1007/s10551-021-04970-6
Harris, N., Hollett, K. B., & Remedios, J. (2020). Facets of Competitiveness as Predictors of Problem Video Gaming Among Players of Massively Multiplayer Online First-person Shooter Games. Current Psychology, 41(6), 3641–3650. https://doi.org/10.1007/s12144-020-00886-y
Vepsäläinen, J., Kaakinen, M., Savolainen, I., Hagfors, H., Vuorinen, I., & Oksanen, A. (2024). Online Communities as a Risk Factor for Gambling and Gaming Problems: A Five-wave Longitudinal Study. Computers in Human Behavior, 157, 108246. https://doi.org/10.1016/j.chb.2024.108246
Hollebeek, L. D., Abbasi, A. Z., Schultz, C. D., Ting, D. H., & Sigurdsson, V. (2022). Hedonic Consumption Experience in Video Gaming: A Multidimensional Perspective. Journal of Retailing and Consumer Services, 65, 102892. https://doi.org/10.1016/j.jretconser.2021.102892
Drummond, A., Sauer, J. D., Ferguson, C. J., & Hall, L. C. (2020). The Relationship Between Problem Gambling, Excessive Gaming, Psychological Distress and Spending on Loot Boxes in Aotearoa New Zealand, Australia, and the United States—A Cross-National Survey. PLoS ONE, 15(3), e0230378. https://doi.org/10.1371/journal.pone.0230378
Pfund, R. A., Ginley, M. K., Kim, H. S., Boness, C. L., Horn, T. L., & Whelan, J. P. (2023). Cognitive-behavioral Treatment for Gambling Harm: Umbrella Review and Meta-analysis. Clinical Psychology Review, 105, 102336. https://doi.org/10.1016/j.cpr.2023.102336
Free, B. L., Smith, E. H., Ginley, M. K., Whelan, J. P., & Pfund, R. A. (2024). Does Cognitive-behavioral Treatment Affect Putative Mechanism of Change Among Individuals with Problem Gambling? A Systematic Review and Exploratory Meta-analysis. Addictive Behaviors, 158, 108110. https://doi.org/10.1016/j/addbeh,2024.108110