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
Regulating gambling-like video game loot boxes: a public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches [PDF]
Purpose of Review Loot boxes are gambling-like monetisation mechanics in video games that are purchased for opportunities to obtain randomised in-game rewards.
Leon Y. Xiao +3 more
core +10 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
No effect of short term exposure to gambling like reward systems on post game risk taking [PDF]
Is engaging with gambling-like video game rewards a risk factor for future gambling? Despite speculation, there are no direct experimental tests of this “gateway hypothesis”.
Nicholas J. D’Amico +6 more
doaj +2 more sources
Associations between alcohol consumption and spending on gambling like mechanisms in video games [PDF]
Loot boxes are purchasable digital containers in video games that hold randomised rewards. Many loot boxes meet both psychological and legal criteria for gambling.
Lucy C. East +5 more
doaj +2 more sources
An Evaluation of Gaming-Related Harms in Relation to Gaming Disorder and Loot Box Involvement. [PDF]
Carey PAK, Delfabbro P, King D.
europepmc +3 more sources
Loot boxes are again linked to problem gambling: Results of a replication study.
Loot boxes are items in video games that contain randomised contents and can be purchased with real-world money. Similarities between loot boxes and forms of gambling have led to questions about their legal status, and whether they should be regulated as
David Zendle, Paul Cairns
doaj +3 more sources
A longitudinal replication study testing migration from video game loot boxes to gambling in British Columbia, Canada [PDF]
Background Loot boxes are randomized reward mechanics in modern video games that share features with conventional gambling products. Research studies have begun to test longitudinal patterns (“migration”) from engagement with loot boxes to gambling ...
Lucas Palmer +2 more
doaj +2 more sources
Loot box engagement: relationships with educational attainment, employment status and earnings in a cohort of 16 000 United Kingdom gamers. [PDF]
Close J +4 more
europepmc +3 more sources
Loot boxes and problem gambling: Investigating the “gateway hypothesis”
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or ...
Spicer, Stuart Gordon +5 more
openaire +5 more sources

