Results 21 to 30 of about 53,784 (271)

The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States—A cross-national survey

open access: yesPLoS ONE, 2020
Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and ...
Aaron Drummond   +2 more
exaly   +2 more sources

Associations between alcohol consumption and spending on gambling like mechanisms in video games [PDF]

open access: yesScientific Reports
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

Loot boxes are again linked to problem gambling: Results of a replication study

open access: yesPLoS ONE, 2019
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
exaly   +2 more sources

A longitudinal replication study testing migration from video game loot boxes to gambling in British Columbia, Canada [PDF]

open access: yesBMC Psychology
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

Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea

open access: yesActa Psychologica
Loot boxes are gambling-like products inside video games that players can purchase with real-world money to obtain random rewards. Stakeholders (e.g., players, parents, and policymakers) are concerned about their potential harms, e.g., overspending and ...
Leon Y. Xiao, Solip Park
doaj   +2 more sources

The associations between autistic characteristics and microtransaction spending [PDF]

open access: yesScientific Reports
Microtransactions provide optional, virtual, video game goods that, for an additional cost to the player, provide additional game content and alter the gameplay experience.
Tegan Charnock   +3 more
doaj   +2 more sources

Legal Nature of Loot Boxes under Russian Law

open access: yesЦифровое право
Currently, the legal nature of loot boxes, as well as issues related to their legal regulation, remain largely unexamined in domestic doctrine. Nevertheless, this topic is of legitimate interest to society, since, as the practice of developers using this
A. I. Rusanova
doaj   +2 more sources

Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey [PDF]

open access: yes, 2023
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 ...
Fraser, Tullia C.   +3 more
core   +7 more sources

Problem gamblers spend less money when loot boxes are removed from a game: a before and after study of Heroes of the Storm [PDF]

open access: yesPeerJ, 2019
Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: the more money gamers spend on loot boxes, the
David Zendle
doaj   +2 more sources

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