ASSESSING THE RELATIONSHIP BETWEEN GAME DESIGN PREFERENCE, ESCAPISM AND IMPULSIVITY WITH GAMBLING ADDICTION
DOI:
https://doi.org/10.55197/qjssh.v7si1.1199Keywords:
Gacha games, gambling addiction, game design, escapism, impulsivity, motivational factorsAbstract
The growing popularity of mobile gaming, particularly gacha games, has raised increasing concern over their potential association with gambling addiction. Gacha games operate on randomized reward systems that resemble gambling mechanisms and encouraging repeated play and monetary spending in pursuit of uncertain outcomes. Despite their prevalence, empirical research exploring how psychological and design-related factors contribute to gambling like behaviours among players remains limited, especially within the Malaysian context. This gap underscores the need to understand how individuals’ motivations and personality traits interact with gaming mechanics to influence addictive tendencies. This preliminary quantitative study investigates the relationships between game design preference, escapism, impulsivity, and gambling addiction among active gacha game players. Using a structured self-administered online questionnaire, data were analysed through Pearson correlation to determine the strength and direction of association between the studied variables. The results indicate that impulsivity and escapism are positively associated with gambling addiction, while game design preference shows no significant relationship. Overall, the findings contribute to the growing body if literature on digital gaming behaviour by highlighting the psychological and motivational dimensions underlying gambling tendencies. This study offers important insights for researchers, game developers, and policymakers in developing a culturally more relevant interventions and responsible gaming framework.
References
[1] Arora, A.K., Myers, J., Apramian, T., Kulasegaram, K., Bainbridge, D., Seow, H. (2025): Reliability and construct validation of the Blended Learning Usability Evaluation-Questionnaire with interprofessional clinicians in Canada: a methodological study. – Journal of Educational Evaluation for Health Professions 22: 8p.
[2] Bakrie, N.O.M., Aditama, C., Sanny, L. (2024): The Art of the gacha Lure: Determinants of the Continuous use of Mobile Role-Playing Games (RPG) with gacha system in Indonesia. – Journal of Applied Engineering and Technological Science (JAETS) 6(1): 626-640.
[3] Bhatiasevi, V. (2024): The uses and gratifications of social media and their impact on social relationships and psychological well-being. – Frontiers in Psychiatry 15: 13p.
[4] Chen, C., Fang, Z. (2023): Gacha game analysis and design. – Proceedings of the ACM on Measurement and Analysis of Computing Systems 7(1): 1-45.
[5] Drummond, A., Hall, L.C., Sauer, J.D. (2022): Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. – Scientific Reports 12(1): 8p.
[6] Garba, S., Hasan, N.N.N. (2022): Exploring the Use of WhatsApp in Disseminating COVID-19 Information among Journalists in Zamfara, Nigeria. – Quantum Journal of Social Sciences and Humanities 3(4): 35-47.
[7] Hollebeek, L.D., Abbasi, A.Z., Schultz, C.D., Ting, D.H., Sigurdsson, V. (2021): Hedonic consumption experience in videogaming: A multidimensional perspective. – Journal of Retailing and Consumer Services 65: 10p.
[8] Inaguma, T., Misumi, S., Funatogawa, T., Nemoto, T., Harima, H., Mizuno, M. (2024): Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases. – Psychiatry and Clinical Neurosciences Reports 3(1): 4p.
[9] Jeong, H., Lee, H.K., Kwon, Y., Yim, H.W., Lee, S. (2019): Gaming disorder and bidirectional relationships with aggression and impulsivity. – Current Opinion in Behavioral Sciences 31: 69-75.
[10] Katz, D., Horváth, Z., Pontes, H.M., Koncz, P., Demetrovics, Z., Király, O. (2024): How much gaming is too much? An analysis based on psychological distress. – Journal of Behavioral Addictions 13(3): 716-728.
[11] Kesuma, A.E., Princes, E. (2024): Antecedents of Gacha gaming intention: Extending UTAUT2 with structural video game characteristics. – Computers in Human Behavior Reports 14: 17p.
[12] Lakić, N., Bernik, A., Čep, A. (2023): Addiction and spending in gacha games. – Information 14(7): 19p.
[13] Marques, L.M., Uchida, P.M., Aguiar, F.O., Kadri, G., Santos, R.I., Barbosa, S.P. (2023): Escaping through virtual gaming-what is the association with emotional, social, and mental health? A systematic review. – Frontiers in Psychiatry 14: 17p.
[14] Müller, S.M., Antons, S., Brand, M. (2023): Facets of Impulsivity in Gaming Disorder: a Narrative Review. – Current Addiction Reports 10(4): 737-748.
[15] Napitupulu, D., Rahim, R., Abdullah, D., Setiawan, M., Abdillah, L., Ahmar, A., Simarmata, J., Hidayat, R., Nurdiyanto, H., Pranolo, A., Napitupulu, D., Rahim, R., Abdullah, D., Setiawan, M., Abdillah, L., Ahmar, A., Simarmata, J., Hidayat, R., Nurdiyanto, H., Pranolo, A. (2018): Analysis of student satisfaction toward quality-of-service facility. – Journal of Physics Conference Series 954: 8p.
[16] Osei-Frimpong, K., McLean, G., Islam, N., Otoo, B. (2022): What drives me there? The interplay of socio-psychological gratification and consumer values in social media brand engagement. – Journal of Business Research 146: 20p.
[17] Raybould, J.N., Larkin, M., Tunney, R.J. (2022): Impulsivity may be a risk factor in the transition from recreational to problem gaming. – Computers in Human Behavior Reports 7: 8p.
[18] Szyszka, P.D., Zajas, A., Starosta, J., Kiszka, P., Starzec, S., Strojny, P. (2025): Gaming time and impulsivity as independent yet complementary predictors of gaming disorder risk. – Scientific Reports 15(1): 16p.
[19] Tang, A.C.Y., Lee, P.H., Lam, S.C., Siu, S.C.N., Ye, C.J., Lee, R.L. (2022): Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults. – Frontiers in Psychiatry 13: 12p.
[20] Teng, C., Huang, T., Huang, G., Wu, C., Cheng, T., Liao, G. (2023): Creatability, achievability, and immersibility: New game design elements that increase online game usage. – International Journal of Information Management 75: 17p.
[21] Tumiran, M.A. (2023): The recent use of IBM SPSS statistics in social science research. – Asian Journal of Research in Education and Social Sciences 5(4): 461-475.
[22] Vijayendra, K., Fantone, A. (2023): Recent trends of quantitative approaches in different sectors: A Concise review. – Asian Journal of Education and Social Studies 41(2): 22-34.
[23] Woods, O. (2022a): The affective embeddings of gacha games: Aesthetic assemblages and the mediated expression of the self. – New Media & Society 26(2): 823-838.
[24] Woods, O. (2022b): The economy of time, the rationalisation of resources: discipline, desire and deferred value in the playing of gacha games. – Games and Culture 17(7-8): 1075-1092.
[25] Xi, S. (2024): The impact of mobile gacha games on Generation Z users in China. – Advances in Economics Management and Political Sciences 143(1): 32-39.
[26] Xiao, L.Y., Fraser, T.C., Newall, P.W.S. (2022): Opening Pandora’s Loot Box: weak links between gambling and loot box expenditure in China, and player opinions on probability disclosures and Pity- Timers. – Journal of Gambling Studies 39(2): 645-668.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 NUR'AIN NATASHA MOHAMMAD NAZRUL KOH, HAMIZAH SAHHARON

This work is licensed under a Creative Commons Attribution 4.0 International License.