Results Three hundred and thirty-seven completed questionnaires were received with no missing data. A two-sided p-value <0.05 was considered as statistical significance. Stepwise multiple regression was used to explore the association among risk of problem gambling, gaming behavior, participation in gaming activities and psychological distress.
Participants who aged 18–25 years and had been playing gacha games over the past 12 months were recruited. Materials and methods Cross-sectional data was collected in the first and fifth waves of COVID-19 pandemic in Hong Kong online. Objective The objective of this study is to explore the association of problem gambling with demographics, psychological distress, and gaming behavior in young adult gacha gamers in Hong Kong.