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People Hooked on 'Ppob-pamine'... Where is the Line Between Interest and Addiction? [Reading Between the Survey Lines]


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https://n.news.naver.com/mnews/article/665/0000007478?sid=102

People Hooked on 'Ppob-pamine'... Where is the Line Between Interest and Addiction? [Reading Between the Survey Lines]Recently, claw machine arcades and capsule toy shops can be easily found in downtown areas and shopping malls. To the point where the neologism 'Ppob-pamine' (a portmanteau of 'Ppobgi' [drawing/pulling] + 'Dopamine') has emerged, drawing has established itself as a consumption trend. n.news.naver.com]

People Hooked on 'Ppob-pamine'... Where is the Line Between Interest and Addiction? [Reading Between the Survey Lines]

Recently, claw machine arcades and capsule toy shops can be easily found in downtown areas and shopping malls. To the point where the neologism 'Ppob-pamine' (a portmanteau of 'Ppobgi' [drawing/pulling] + 'Dopamine') has emerged, drawing has established itself as a consumption trend.

n.news.naver.com

The Scoop: Reading Between the Survey Lines

Spread of the 'Ppobgi' Consumption Trend

Popularization of Claw Machines and Gacha

However, Clear Differences Between the Two Cultures

Difference Between Experience-based vs. Collection-based Consumption

From Play to the Addiction Debate

Recently, 'Ppobgi' (drawing/pulling) has established itself as a part of everyday play culture. [Photo | Getty Images Bank]

Recently, claw machine arcades and capsule toy shops can be easily found in downtown areas and shopping malls. To the point where the neologism 'Ppob-pamine' (a portmanteau of 'Ppobgi' [drawing/pulling] + 'Dopamine') has emerged, drawing has established itself as a consumption trend.

However, even within the same category of 'Ppobgi,' the usage patterns of claw machines and Gacha (probability-based random draws) were distinctly different. Let's look at the results of the 'Claw Machine vs. Capsule-type Random Draw Consumption Attitude Survey' conducted by market research firm Embrain Trend Monitor among 1,200 men and women aged 13 to 69 nationwide.

First, it was found that 96.7% of those who had experience with drawing had used claw machines. The experience rate exceeded 90% across all age groups from the 10s to the 60s, showing overwhelming popularity. On the other hand, the experience rate for Gacha was relatively lower at 57.6%. However, Gacha showed high experience rates led by those in their 20s (80.1%) and 10s (69.4%), confirming it as a culture centered around the 10-20 age group.

The difference between the two cultures was also clear in the actual motivations for use. For claw machines, the response "because the process of pulling is fun itself" was the highest at 41.8%. It showed a strong characteristic of 'experience-based consumption,' where users find joy in directly operating the machine and checking the result.

However, for Gacha, the response "because I'm curious about what will come out" was the highest at 35.7%.

Source: https://cafe.daum.net/subdued20club/ReHf/5660421

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