Results 21 to 30 of about 53,874 (268)

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

Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis

open access: yesComputers in Human Behavior Reports
Background: The integration of loot boxes has emerged as a significant factor contributing to the increasing revenue in the video gaming industry. However, this integration has also led to widespread engagement in risky loot box consumption.
Andree Hartanto   +1 more
doaj   +3 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

Impulsivity and loot box engagement

open access: yes, 2022
Loot boxes (randomized rewards in video games) possess structural similarities to traditional forms of gambling, with a well-documented and robust link between problem gambling symptomatology and loot box spending. In this research, we present two studies investigating the role of impulsivity (an established predictor for problem gambling behaviour ...
Eamon Garrett   +3 more
openaire   +1 more source

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