Results 31 to 40 of about 26,486 (268)
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
Loot box consumption by adolescents pre- and post- pandemic lockdown [PDF]
Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling.
Whitney DeCamp, Kevin Daly
doaj +2 more sources
Harms Of Loot Boxes And Approaching Regulation In Singapore [PDF]
‘Loot boxes’ are a type of videogame monetization model that contains randomized rewards of varying rarities which emerged in recent years. The element of chance seeks to entice players into buying loot boxes in hopes of receiving a rare and desirable ...
Jiow, Hee Jhee, Lim, Jun Ming
core +2 more sources
BackgroundVideo game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as ...
Ide, Soichiro +7 more
doaj +1 more source
Loot boxes, gambling-related risk factors, and mental health in Mainland China:A large-scale survey [PDF]
Loot boxes can be bought with real-world money to obtain random content inside video games. Loot boxes are viewed by many as gambling-like and are prevalently implemented globally.
Fraser, Tullia +3 more
core +7 more sources
Impulsivity and loot box engagement
Loot boxes (randomized rewards in video games) possess structural similarities to traditional forms of gambling, with a well-documented and robust link between problem gambling symptomatology and loot box spending. In this research, we present two studies investigating the role of impulsivity (an established predictor for problem gambling behaviour ...
Eamon Garrett +3 more
openaire +1 more source
Loot Boxes, Problem Gambling, and Problem Gaming: A Critical Review of the Emerging Literature [PDF]
The literature studying video game loot boxes is young but growing quickly. Given the rapid proliferation of loot box research and its developing influence in public policy, a stocktaking and critical reflection is in order.
McCaffrey, Matthew
core +2 more sources

