Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index [PDF]
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 +8 more sources
Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling [PDF]
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]
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]
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
What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation. [PDF]
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]
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]
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]
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
BackgroundVideo game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as ...
Ide, Soichiro +7 more
doaj +2 more sources
Loot box spending is associated with greater distress when normalized to disposable income: a reanalysis and extension of Etchells et al. and Xiao et al. [PDF]
Loot boxes are purchasable, randomized rewards available in some video games. These mechanisms share important psychological and legal similarities with conventional forms of gambling.
Aaron Drummond +4 more
doaj +2 more sources

