Socioeconomic and Psychosocial Correlates of Problematic Play-to-Earn Gaming: A Study of Hamster Kombat Players in Iran
摘要
With the increased popularity of play-to-earn (P2E) games with nonfungible tokens (NFTs), the introduction of tap-to-earn games has further reduced the distinction between online gaming and cryptocurrency-related activities. Hamster Kombat (HK) is a P2E game with NFTs that has attracted a large user base, with over 300 million users reported since its launch in March 2024. The present study examined factors associated with HK engagement among Iranian users, where the game’s income-generating features may be perceived as more appealing in the context of Iran’s currency devaluation. Among a sample of 529 Iranian HK players (71.6% females; mean age = 26.2 years [SD ± 7.1]) recruited in July 2024, the present study examined demographic characteristics, socioeconomic vulnerabilities (financial worries and subjective social status [society and individuals around]), psychological vulnerabilities and dispositional traits (impulsivity, mental distress, and self-esteem), and online behavior and reinforcement-based mechanisms (problematic internet use [PIU], fear of missing out [FoMO], cryptocurrency trading addiction [CTA], online gaming activity, cryptocurrency trading activity, and HK game performance). The analysis showed that higher financial worries, greater mental distress, FoMO, higher impulsivity, and PIU were associated with greater levels of problematic HK playing. Higher subjective social status was associated with lower levels of problematic HK playing. In regression analysis, CTA, subjective social status, and PIU were significantly associated with problematic HK playing. It was also found that 15% of the participants scored high (in the 90th percentile or above) on both problematic HK playing and CTA scales. The findings suggest that P2E games may differ from other general online games, given their observed association with CTA.