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
Increased user engagement on YouTube for loot box content and its potential relevance for behavioural addictions [PDF]
Video games frequently contain loot boxes, i.e. virtual in-game items sharing structural similarities with gambling. On YouTube©, there are multi-million subscriber channels prominently featuring loot box-related content.
Elke Smith +4 more
doaj +2 more sources
Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes. [PDF]
AbstractLoot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward ...
Larche CJ +4 more
europepmc +4 more sources
Exploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships [PDF]
In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable ...
Stuart Gordon Spicer +8 more
doaj +2 more sources
Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling. [PDF]
BackgroundLoot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents.
Irene Montiel +4 more
doaj +2 more sources
Adolescents and loot boxes: links with problem gambling and motivations for purchase [PDF]
Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents.
David Zendle, Harriet Over
exaly +2 more sources
Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases [PDF]
Background A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD).
Tokuya Inaguma +5 more
doaj +2 more sources
Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: a longitudinal study on poor implementation [PDF]
Loot boxes in video games can be purchased with real-world money in exchange for random rewards. Stakeholders are concerned about loot boxes’ similarities to gambling and their potential harms (e.g.
Leon Y. Xiao, Mie Lange Lund
doaj +2 more sources
Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China [PDF]
Nowadays, many of the top-selling video games include options to purchase loot boxes as paid virtual items. As research progressed, loot boxes have been found to have similar characteristics to gambling, and there has been an ongoing debate as to whether
Peidong Guo +5 more
doaj +3 more sources

