Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China [PDF]
Nowadays, many of the top-selling video games include options to purchase loot boxes as paid virtual items. As research progressed, loot boxes have been found to have similar characteristics to gambling, and there has been an ongoing debate as to whether
Peidong Guo +5 more
doaj +3 more sources
Risk Factors Associated with Gambling on Loot Boxes.
BACKGROUND Loot boxes (LBs) are virtual objects that players open without knowing the value of the item they will obtain. Because of their features, studies have explored their association with gambling, finding commonalities.
Francisco J. Sanmartín +4 more
semanticscholar +5 more sources
Increased user engagement on YouTube for loot box content and its potential relevance for behavioural addictions [PDF]
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
The use of loot boxes has been compared to gambling due to its random nature, with the consequent risk of being conceived as an ordinary activity implemented in the daily routine. One of the factors contributing to these gambling behaviors is exposure to
Joaquín González-Cabrera +5 more
doaj +2 more sources
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
Loot box addiction:a study on loot boxes and their relationship to gambling [PDF]
. 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
Illegal video game loot boxes with transferable content on steam: a longitudinal study on their presence and non-compliance with and non-enforcement of gambling law [PDF]
Loot boxes are gambling-like mechanics in video games that can be bought with real-world money to obtain random rewards. Regulators in many countries have considered whether different loot box implementations fall within the existing legal definition of ‘
Leon Y. Xiao, Laura L. Henderson
semanticscholar +4 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
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 +2 more sources

