Results 1 to 10 of about 53,784 (271)

Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index [PDF]

open access: yesAddictive Behaviors Reports, 2022
Loot boxes are products in videogames that is earned by playing a video game or by buying them. Loot boxes has similar mechanisms as a lottery and there is an ongoing debate if loot boxes are gambling.
David Forsström   +4 more
doaj   +6 more sources

Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling [PDF]

open access: yesAddictive Behaviors Reports, 2023
Introduction: Loot boxes are increasingly common random-reward monetization mechanisms in digital games. They are popular among gamblers and pose various risks due to their gambling-like nature, but little is known about psychosocial vulnerabilities and ...
Anu Sirola   +3 more
doaj   +2 more sources

Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses [PDF]

open access: yesRoyal Society Open Science, 2023
Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling ...
James Close   +9 more
doaj   +2 more sources

Loot box consumption by adolescents pre- and post- pandemic lockdown [PDF]

open access: yesPeerJ, 2023
Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling.
Whitney DeCamp, Kevin Daly
doaj   +3 more sources

Opening Pandora's Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers. [PDF]

open access: yesJ Gambl Stud, 2023
Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity.
Xiao LY, Fraser TC, Newall PWS.
europepmc   +7 more sources

Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation. [PDF]

open access: yesJ Behav Addict, 2022
BACKGROUND AND AIMS: Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined
Hing N   +7 more
europepmc   +5 more sources

What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation. [PDF]

open access: yesPLoS ONE, 2023
Loot boxes are purchased in video games to obtain randomised rewards of varying value and are thus psychologically akin to gambling. Disclosing the probabilities of obtaining loot box rewards may reduce overspending, in a similar vein to related ...
Leon Y Xiao   +2 more
doaj   +3 more sources

Beneath the label: unsatisfactory compliance with ESRB, PEGI and IARC industry self-regulation requiring loot box presence warning labels by video game companies [PDF]

open access: yesRoyal Society Open Science, 2023
Loot boxes in video games are a form of in-game transactions with randomized elements. Concerns have been raised about loot boxes' similarities with gambling and their potential harms (e.g. overspending).
Leon Y. Xiao
doaj   +2 more sources

Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment [PDF]

open access: yesPeerJ, 2021
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However,
Lauren C. Hall   +3 more
doaj   +3 more sources

Loot box spending is associated with problem gambling but not mental wellbeing [PDF]

open access: yesRoyal Society Open Science, 2022
There are emerging concerns that loot boxes—digital video game items that can be purchased for a chance at randomized rewards—are associated with problematic gambling behaviours and, in turn, are potentially harmful.
Peter J. Etchells   +2 more
doaj   +2 more sources

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