Results 31 to 40 of about 26,538 (274)

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

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

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

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

Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment [PDF]

open access: yesPeerJ, 2021
COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However,
Lauren C. Hall   +3 more
doaj   +2 more sources

Why loot boxes could be regulated as gambling [PDF]

open access: yesNature Human Behaviour, 2020
Do purchasable randomised reward mechanisms in video games (loot boxes) constitute gambling? Opinions often rest on whether virtual items obtained from loot boxes have real-world value. Using market data from real transactions, we show that virtual items have real-world monetary value and therefore could be regulated under existing gambling legislation.
Aaron Drummond   +4 more
openaire   +2 more sources

Regulation of Video Gaming Loot Boxes: Lessons for South Africa from Abroad

open access: yesPotchefstroom Electronic Law Journal, 2023
To optimise income, video game developers incorporate microtransactions into their games. One such microtransaction is a loot box. This is a container that a gamer in certain instances can win or purchase to take a chance on the unknown contents in the ...
Eduard Van der Westhuizen   +1 more
doaj   +1 more source

Paying for loot boxes is linked to problem gambling, regardless of specific features such as cash-out and pay-to-win [PDF]

open access: yes, 2020
Loot boxes are items in video games that may be bought with real-world money but contain randomised contents. Due to similarities between loot boxes and gambling, various countries are considering regulating them to reduce gambling-related harm. However,
Barnett, Herbie   +3 more
core   +2 more sources

Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team

open access: yesTelematics and Informatics Reports, 2022
The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes).
Jeroen S. Lemmens
doaj   +1 more source

Which Implementations of Loot Boxes Constitute Gambling? A UK Legal Perspective on the Potential Harms of Random Reward Mechanisms [PDF]

open access: yes, 2020
Loot boxes are virtual items in video games that offer the player randomised in-game rewards of uncertain in-game and real-world value. Paid loot boxes represent a lucrative and prevalent contemporary monetisation method that encourages repeat purchase ...
Xiao, LY
core   +4 more sources

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