Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling [PDF]
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
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]
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]
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]
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
Legal Nature of Loot Boxes under Russian Law
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]
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
The associations between autistic characteristics and microtransaction spending [PDF]
Microtransactions provide optional, virtual, video game goods that, for an additional cost to the player, provide additional game content and alter the gameplay experience.
Tegan Charnock +3 more
doaj +2 more sources
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey. [PDF]
Wardle H, Zendle D.
europepmc +2 more sources
Loot boxes are gambling-like products inside video games that players can purchase with real-world money to obtain random rewards. Stakeholders (e.g., players, parents, and policymakers) are concerned about their potential harms, e.g., overspending and ...
Leon Y. Xiao, Solip Park
doaj +2 more sources
Background: The integration of loot boxes has emerged as a significant factor contributing to the increasing revenue in the video gaming industry. However, this integration has also led to widespread engagement in risky loot box consumption.
Andree Hartanto +1 more
doaj +3 more sources

