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Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box

Games and Culture, 2019
Loot boxes in video games have blurred the lines between gaming and gambling. Research suggests the thrill from gambling comes from associated increases in physiological arousal not possible monetary gains. Gamers performing microtransactions to purchase loot boxes can lead to similar increases in physiological arousal.
Andrew Brady, Garry Prentice
openaire   +1 more source

Pandora's Loot Box

SSRN Electronic Journal, 2020
Virtual worlds are a frontier unlike any other. But as virtual worlds grow exponentially in the internet age, they find more overlap with the real world and the laws that govern it. One such emerging intersection is the advent of “loot boxes.” Borrowing their design from the gambling industry, loot boxes operate as a hybrid between slot machines and ...
openaire   +2 more sources

Loot Box Pricing and Design

Proceedings of the 21st ACM Conference on Economics and Computation, 2019
In the online video game industry, a significant portion of the revenue is generated from microtransactions, where a small amount of real-world currency is exchanged for virtual items to be used in the game. One popular way to conduct microtransactions is via a loot box, which is a random allocation of virtual items whose contents are not revealed ...
Ningyuan Chen   +3 more
openaire   +1 more source

Players Perception of Loot Boxes

2020
Loot boxes are a monetization technique in games where a player pays for a randomized chance at receiving an in-game item, either cosmetic or functional. They have recently been examined as a potential object for gambling, and government regulators are examining the issue of their use in games.
Albert Sakhapov, Joseph Alexander Brown
openaire   +1 more source

Video game loot boxes are psychologically akin to gambling

Nature Human Behaviour, 2018
Video games are increasingly exposing young players to randomized in-game reward mechanisms, purchasable for real money — so-called loot boxes. Do loot boxes constitute a form of gambling?
Aaron, Drummond, James D, Sauer
openaire   +2 more sources

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

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