Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches [PDF]
Loot boxes are gambling-like monetisation mechanics in video games that are purchased for opportunities to obtain randomised in-game rewards. Gambling regulation is increasingly being informed by insights from public health.
Leon Y. Xiao +3 more
semanticscholar +9 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
doaj +2 more sources
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
doaj +2 more sources
AN ANALYSIS OF THE ACCEPTANCE OF LOOT BOXES USING THE MODIFIED TECHNOLOGY ACCEPTANCE MODEL: THE EMPIRICAL EVIDENCE FROM VIDEO GAME PLAYERS IN SERBIA [PDF]
Business models in the video game industry have shifted from physical to digital. With microtransactions, game producers have been provided with the ability to charge for extra in-game content.
Nenad Tomić, Marija Mirić
doaj +2 more sources
Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. [PDF]
Background and aims: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities ...
Rockloff M +5 more
europepmc +4 more sources
Needs, Passions and Loot Boxes - Exploring Reasons for Problem Behaviour in Relation to Loot Box Engagement [PDF]
Research on the convergence of gaming and gambling has been around since the 1990s. The emergence of loot boxes in video games in the mid 2010s, a game mechanic with a chance-based outcome that shares structural and psychological similarities to gambling,
Dylan Mercury Cooper
semanticscholar +3 more sources
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
doaj +2 more sources
Regulation of Video Gaming Loot Boxes: Lessons for South Africa from Abroad
To optimise income, video game developers incorporate microtransactions into their games. One such microtransaction is a loot box. This is a container that a gamer in certain instances can win or purchase to take a chance on the unknown contents in the ...
Eduard Van der Westhuizen +1 more
doaj +2 more sources
Why loot boxes could be regulated as gambling [PDF]
Do purchasable randomised reward mechanisms in video games (loot boxes) constitute gambling? Opinions often rest on whether virtual items obtained from loot boxes have real-world value. Using market data from real transactions, we show that virtual items
A. Drummond +4 more
semanticscholar +3 more sources

