Results 21 to 30 of about 26,486 (268)

Loot boxes and problem gambling: Investigating the “gateway hypothesis”

open access: yesAddictive Behaviors, 2022
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]

open access: yesScientific Reports
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
doaj   +2 more sources

Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling [PDF]

open access: yesAddictive Behaviors Reports, 2023
Introduction: Loot boxes are increasingly common random-reward monetization mechanisms in digital games. They are popular among gamblers and pose various risks due to their gambling-like nature, but little is known about psychosocial vulnerabilities and ...
Anu Sirola   +3 more
doaj   +2 more sources

What drives demand for loot boxes? An experimental study [PDF]

open access: yesJournal of Economic Behavior & Organization, 2023
The market for video games is booming, with in-game purchases accounting for a substantial share of developers’ revenues. Policymakers and the general public alike are concerned that so-called “loot boxes” – lotteries that offer random rewards to be used
Cordes, S.   +2 more
core   +7 more sources

Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: a longitudinal study on poor implementation [PDF]

open access: yesRoyal Society Open Science
Loot boxes in video games can be purchased with real-world money in exchange for random rewards. Stakeholders are concerned about loot boxes’ similarities to gambling and their potential harms (e.g.
Leon Y. Xiao, Mie Lange Lund
doaj   +2 more sources

Exploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships [PDF]

open access: yesRoyal Society Open Science
In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable ...
Stuart Gordon Spicer   +8 more
doaj   +2 more sources

Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases [PDF]

open access: yesPCN Reports
Background A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD).
Tokuya Inaguma   +5 more
doaj   +2 more sources

Loot box addiction:a study on loot boxes and their relationship to gambling [PDF]

open access: yes, 2022
. In the year 2019 there has been a notable discussion in the gaming community that has revolved largely around the topic of loot boxes and their connections to gambling and gambling addictions.
Röning, N. (Niko)
core   +2 more sources

Legal Nature of Loot Boxes under Russian Law

open access: yesЦифровое право
Currently, the legal nature of loot boxes, as well as issues related to their legal regulation, remain largely unexamined in domestic doctrine. Nevertheless, this topic is of legitimate interest to society, since, as the practice of developers using this
A. I. Rusanova
doaj   +2 more sources

What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation. [PDF]

open access: yesPLoS ONE, 2023
Loot boxes are purchased in video games to obtain randomised rewards of varying value and are thus psychologically akin to gambling. Disclosing the probabilities of obtaining loot box rewards may reduce overspending, in a similar vein to related ...
Leon Y Xiao   +2 more
doaj   +2 more sources

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