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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
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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
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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
2023The 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 ...
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Impulsivity and loot box engagement
Telematics and Informatics, 2023Eamon Patrick Garrett +5 more
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Japanese loot boxes - kompu gacha (addendum)
More data are available via: https://doi.org/10.17605/OSF.IO/58Y9D.Xiao, Leon Y., Xiaoyu, Xiong
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Algorithms for Loot Box Design
SSRN Electronic Journal, 2023Jiangze Han, Chris Ryan, Xin T. Tong
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Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box
Games and Culture, 2021Andrew Brady, Garry Prentice
exaly
Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis
New Media and Society, 2022Stuart G Spicer +2 more
exaly
Bringing transparency and trustworthiness to loot boxes with blockchain and smart contracts
Decision Support Systems, 2021Arthur Carvalho
exaly

