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 +4 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 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 +2 more
doaj +3 more sources
CDiGRA 2023 Extended Abstract: Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey [PDF]
Loot boxes can be bought with real-world money to obtain random content inside video games (Drummond and Sauer 2018). Loot boxes are viewed by many as gambling-like and are prevalently implemented globally (Xiao 2023; Xiao, Henderson, and Newall 2023 ...
Leon Y. Xiao +3 more
openalex +4 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

