Results 31 to 40 of about 672,301 (303)

Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China [PDF]

open access: yesPeerJ
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.

open access: yesPsicothema, 2023
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]

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

The moderating effect of understanding advertising intent on the relation between advertising recognition and problematic use of loot boxes among minors: An exploratory study

open access: yesActa Psychologica
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]

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

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

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]

open access: yesInternational Gambling Studies
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]

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

Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis

open access: yesComputers in Human Behavior Reports
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

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