Main Article Content
This research aims to examine gaming addiction behavior, virtual goods purchases in game, loot boxes, together with adolescent gambling addiction in online games and to figure out management, support, prevention, and solution for necessity of gaming security and standards. This study is a mixed methods research. Quantitatively, the research surveys 400 online game players who study in secondary and tertiary levels. Qualitatively, documentary analysis and in-depth interview of 15 participants are selected methods. The results show that 1) behavior and risk of gaming addiction for Thai adolescents are not different in terms of gender. The participants are categorized into 3 groups: normal game-players, game maniacs, and possible game addicts. 2) For virtual goods purchases in game or gambling addictions online, majority of the participants are new gamblers (72.25%), following by problem gamblers (17.50%), and pathological gamblers (10.25%). 3) Suggestions for policy implications are integrated management of public, private and civil society sectors. The suggested examples are enhancing media literacy, ethics and social responsibility, drafting legislation on gaming and commercial gaming management, and raising awareness through creative communication.
Behavioral Science Research Institute, SWU.
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