Results 11 to 20 of about 672,301 (303)

Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes. [PDF]

open access: yesPLoS ONE, 2021
Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people ...
David Zendle   +4 more
doaj   +2 more sources

Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes. [PDF]

open access: yesJ Gambl Stud, 2021
AbstractLoot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward ...
Larche CJ   +4 more
europepmc   +4 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   +3 more sources

Loot Boxes [PDF]

open access: yes, 2022
"Loot boxes" are video game mechanics that provide randomized rewards. "Paid loot boxes" that require purchase using real-world money by players are frequently implemented by companies to "monetize" and generate revenue. The technical definition of "loot
Xiao, Leon Y.
core   +5 more sources

Loot boxes are again linked to problem gambling: Results of a replication study. [PDF]

open access: yesPLoS ONE, 2019
Loot boxes are items in video games that contain randomised contents and can be purchased with real-world money. Similarities between loot boxes and forms of gambling have led to questions about their legal status, and whether they should be regulated as
David Zendle, Paul Cairns
doaj   +2 more sources

Loot Boxes, Gambling-Like Mechanics in Video Games [PDF]

open access: yes, 2021
Cite as: Xiao L.Y., Henderson L.L., Nielsen R.K.L., Grabarczyk P., & Newall P.W.S. (2021). Loot Boxes, Gambling-Like Mechanics in Video Games. In N. Lee (Ed.), Encyclopedia of Computer Graphics and Games. Springer.
Grabarczyk, Paweł   +4 more
core   +7 more sources

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study.

open access: yesJMIR Serious Games
Background The video game industry has introduced a new form of monetization through microtransactions. A controversial example has been the so-called “loot boxes” (LBs) as virtual objects, which are randomized and bought with legal money.
González-Cabrera J   +5 more
europepmc   +2 more sources

Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team [PDF]

open access: yesTelematics and Informatics Reports, 2022
The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes).
Jeroen S. Lemmens
doaj   +3 more sources

Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. [PDF]

open access: yesAddictive Behaviours, 2023
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.
Leon Y. Xiao   +3 more
semanticscholar   +9 more sources

Loot Boxes

open access: yesRevista Semestral de Direito Econômico
Investiga-se a utilização de loot boxes (caixas surpresas ou caixas de recompensa) em vídeo games (jogos eletrônicos) tanto a nível nacional quanto internacionalmente, com o objetivo de compreender se existem restrições ao seu uso, especialmente à luz da
Guilherme Monteiro de Melo   +1 more
semanticscholar   +2 more sources

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