Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta's ad repository. [PDF]
Xiao LY +4 more
europepmc +2 more sources
The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes
In recent years, the video game industry has rapidly grown into the largest grossing entertainment industry in the world, surpassing both the film- and music industries. However, many of the popular games today are free to play and does not require any subscription, yet they still generate high amounts of revenue each year, partly due to the offering ...
A Johansson, Sebastian Grönström
openalex +2 more sources
Video game loot boxes are psychologically akin to gambling
Video 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
openalex +4 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
What drives demand for loot boxes? An experimental study
Simon Cordes +2 more
openalex +6 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. Loot boxes are viewed by many as gambling-like and are prevalently implemented globally.
Fraser, Tullia +3 more
core +4 more sources
The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study. [PDF]
González-Cabrera J +5 more
europepmc +2 more sources

