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
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
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]
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
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
Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review. [PDF]
Yokomitsu K +3 more
europepmc +2 more sources
"It's the Attraction of Winning That Draws You in"-A Qualitative Investigation of Reasons and Facilitators for Videogame Loot Box Engagement in UK Gamers. [PDF]
Nicklin LL +7 more
europepmc +2 more sources
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 ...
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]
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
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

