Loot boxes are again linked to problem gambling: Results of a replication study. [PDF]
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
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Loot Boxes, Gambling-Like Mechanics in Video Games [PDF]
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
Associations between alcohol consumption and spending on gambling like mechanisms in video games [PDF]
Loot boxes are purchasable digital containers in video games that hold randomised rewards. Many loot boxes meet both psychological and legal criteria for gambling.
Lucy C. East +5 more
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Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses [PDF]
Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling ...
James Close +9 more
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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
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Loot box spending is associated with greater distress when normalized to disposable income: a reanalysis and extension of Etchells et al. and Xiao et al. [PDF]
Loot boxes are purchasable, randomized rewards available in some video games. These mechanisms share important psychological and legal similarities with conventional forms of gambling.
Aaron Drummond +4 more
doaj +2 more sources
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019. [PDF]
It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee.
David Zendle, Rachel Meyer, Nick Ballou
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Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China [PDF]
Nowadays, many of the top-selling video games include options to purchase loot boxes as paid virtual items. As research progressed, loot boxes have been found to have similar characteristics to gambling, and there has been an ongoing debate as to whether
Peidong Guo +5 more
doaj +3 more sources
Loot boxes and problem gambling: Investigating the “gateway hypothesis”
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted substantial attention from academics and legislators over recent years, partly because of associations between loot box engagement and problem gambling. Some researchers have suggested that loot boxes may act as a gateway into subsequent gambling and/or ...
Spicer, Stuart Gordon +5 more
openaire +5 more sources
Increased user engagement on YouTube for loot box content and its potential relevance for behavioural addictions [PDF]
Video games frequently contain loot boxes, i.e. virtual in-game items sharing structural similarities with gambling. On YouTube©, there are multi-million subscriber channels prominently featuring loot box-related content.
Elke Smith +4 more
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