Results 31 to 40 of about 26,486 (268)

The associations between autistic characteristics and microtransaction spending [PDF]

open access: yesScientific Reports
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

Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea

open access: yesActa Psychologica
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

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   +3 more sources

Loot box consumption by adolescents pre- and post- pandemic lockdown [PDF]

open access: yesPeerJ, 2023
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]

open access: yes, 2021
‘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

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

open access: yesJMIR Serious Games, 2021
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]

open access: yes, 2023
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

open access: yes, 2022
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]

open access: yes, 2023
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

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