Results 41 to 50 of about 54,332 (302)

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

Loot box gambling addiction risk versus responsible computing: a systematic review

open access: yesJournal on Interactive Systems, 2023
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]

open access: yesNature Human Behaviour, 2020
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]

open access: yes, 2012
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

To screen, or not to screen:An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity [PDF]

open access: yes, 2023
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

The Relationship of Loot Box Engagement to Gender, Severity of Disordered Gaming, Using MMORPGs, and Motives for Online Gaming

open access: yesPsychiatry and Behavioral Sciences, 2021
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

open access: yesPsicothema, 2023
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

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   +3 more
doaj   +1 more source

Problem gambling and income as predictors of loot box spending

open access: greenInternational Gambling Studies, 2022
Eamon Garrett   +3 more
openalex   +4 more sources

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