Results 231 to 240 of about 53,784 (271)
Some of the next articles are maybe not open access.
Related searches:
Related searches:
Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box
Games and Culture, 2019Loot boxes in video games have blurred the lines between gaming and gambling. Research suggests the thrill from gambling comes from associated increases in physiological arousal not possible monetary gains. Gamers performing microtransactions to purchase loot boxes can lead to similar increases in physiological arousal.
Andrew Brady, Garry Prentice
openaire +1 more source
SSRN Electronic Journal, 2020
Virtual worlds are a frontier unlike any other. But as virtual worlds grow exponentially in the internet age, they find more overlap with the real world and the laws that govern it. One such emerging intersection is the advent of “loot boxes.” Borrowing their design from the gambling industry, loot boxes operate as a hybrid between slot machines and ...
openaire +2 more sources
Virtual worlds are a frontier unlike any other. But as virtual worlds grow exponentially in the internet age, they find more overlap with the real world and the laws that govern it. One such emerging intersection is the advent of “loot boxes.” Borrowing their design from the gambling industry, loot boxes operate as a hybrid between slot machines and ...
openaire +2 more sources
Proceedings of the 21st ACM Conference on Economics and Computation, 2019
In the online video game industry, a significant portion of the revenue is generated from microtransactions, where a small amount of real-world currency is exchanged for virtual items to be used in the game. One popular way to conduct microtransactions is via a loot box, which is a random allocation of virtual items whose contents are not revealed ...
Ningyuan Chen +3 more
openaire +1 more source
In the online video game industry, a significant portion of the revenue is generated from microtransactions, where a small amount of real-world currency is exchanged for virtual items to be used in the game. One popular way to conduct microtransactions is via a loot box, which is a random allocation of virtual items whose contents are not revealed ...
Ningyuan Chen +3 more
openaire +1 more source
Infinite Loot Box: A Platform for Simulating Video Game Loot Boxes
IEEE Transactions on Games, 2020Loot boxes are garnering increased attention in both the industry and media. One focal point of the discussion is whether loot boxes should be considered a form of gambling. While parallels can be drawn between loot boxes and random reward schedules, researchers have argued that the “glorification” aspect of loot boxes that have heightened player ...
openaire +1 more source
Players Perception of Loot Boxes
2020Loot boxes are a monetization technique in games where a player pays for a randomized chance at receiving an in-game item, either cosmetic or functional. They have recently been examined as a potential object for gambling, and government regulators are examining the issue of their use in games.
Albert Sakhapov, Joseph Alexander Brown
openaire +1 more source
Video game loot boxes are psychologically akin to gambling
Nature Human Behaviour, 2018Video games are increasingly exposing young players to randomized in-game reward mechanisms, purchasable for real money — so-called loot boxes. Do loot boxes constitute a form of gambling?
Aaron, Drummond, James D, Sauer
openaire +2 more sources
Japanese loot boxes - kompu gacha
More data are available via: https://doi.org/10.17605/OSF.IO/H2CTR.Xiao, Leon Y., Xiaoyu, Xiong
openaire +1 more source
Psychology of Addictive Behaviors
Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing.
CATERINA PRIMI +2 more
openaire +3 more sources
Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing.
CATERINA PRIMI +2 more
openaire +3 more sources

