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Japanese loot boxes - kompu gacha

More data are available via: https://doi.org/10.17605/OSF.IO/H2CTR.
Xiao, Leon Y., Xiaoyu, Xiong
openaire   +1 more source

Measuring risky loot box use: An item response theory analysis of the Risky Loot Box Index among adolescents.

Psychology of Addictive Behaviors
Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing.
CATERINA PRIMI   +2 more
openaire   +3 more sources

Personality constructs affiliated with loot box engagement

2023
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like loot boxes: a digital container that generates random rewards of subjective value. Loot boxes have been described as a converging point between problematic gambling and excessive gaming, as it shares structural and psychological similarities with ...
openaire   +1 more source

Impulsivity and loot box engagement

Telematics and Informatics, 2023
Eamon Patrick Garrett   +5 more
openaire   +1 more source

Japanese loot boxes - kompu gacha (addendum)

More data are available via: https://doi.org/10.17605/OSF.IO/58Y9D.
Xiao, Leon Y., Xiaoyu, Xiong
openaire   +1 more source

Algorithms for Loot Box Design

SSRN Electronic Journal, 2023
Jiangze Han, Chris Ryan, Xin T. Tong
openaire   +1 more source

Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder

Computers in Human Behavior, 2022
Joaquín González-Cabrera   +2 more
exaly  

Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis

New Media and Society, 2022
Stuart G Spicer   +2 more
exaly  

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