Results 31 to 40 of about 53,784 (271)
To screen, or not to screen:An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity [PDF]
Loot boxes are gambling-like products found in video games that players can buy with real-world money to obtain random rewards. A positive correlation between loot box spending and problem gambling severity has been well-replicated.
James, Richard +2 more
core +3 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
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 ReviewLoot boxes are gambling-like monetisation mechanics in video games that are purchased for opportunities to obtain randomised in-game rewards. Gambling regulation is increasingly being informed by insights from public health.
Xiao, Leon Y.
core +7 more sources
Loot box gambling addiction risk versus responsible computing: a systematic review
There are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot ...
Luiz Felipe Carvalho Duarte +1 more
doaj +1 more source
Why loot boxes could be regulated as gambling [PDF]
Do purchasable randomised reward mechanisms in video games (loot boxes) constitute gambling? Opinions often rest on whether virtual items obtained from loot boxes have real-world value. Using market data from real transactions, we show that virtual items have real-world monetary value and therefore could be regulated under existing gambling legislation.
Aaron Drummond +4 more
openaire +2 more sources
The discourse deictics ^ and <-- in a World of Warcraft community [PDF]
In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ^ and
Collister, LB
core +2 more sources
No effect of short term exposure to gambling like reward systems on post game risk taking
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 +1 more source
Background: The main aim of the current study was to evaluate the relationship of loot box engagement to gender, disordered gaming, using massively multiplayer online role-playing games (MMORPGs), and motives for online gaming among young adults. Method:
Cuneyt Evren +4 more
doaj +1 more source
Risk Factors Associated with Gambling on Loot Boxes
Background: : Loot boxes (LBs) are virtual objects that players open without knowing the value of the item they will obtain. Because of their features, studies have explored their association with gambling, finding commonalities. However, risk factors have been overlooked.
Juan A. Moriana +4 more
openaire +4 more sources
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of loot boxes can be seen of as gambling. However, the perspectives of players are often neglected, such as whether they see them as 'fair' game elements and ...
Sarah E Hodge +5 more
doaj +2 more sources

