Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment [PDF]
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]
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
Which Implementations of Loot Boxes Constitute Gambling? A UK Legal Perspective on the Potential Harms of Random Reward Mechanisms [PDF]
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
Regulation of Video Gaming Loot Boxes: Lessons for South Africa from Abroad
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]
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
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. However, risk factors have been overlooked.
Juan A. Moriana +4 more
openaire +4 more sources
Opening Pandora’s Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers [PDF]
Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity.
Fraser, Tullia C. +2 more
core +5 more sources
Background: The main aim of the current study was to evaluate the relationship of loot box engagement to gender, disordered gaming, using massively multiplayer online role-playing games (MMORPGs), and motives for online gaming among young adults. Method:
Cuneyt Evren +4 more
doaj +1 more source
Sharia Issues on Loot Boxes in Online Games and Esport [PDF]
Online games and esports have attracted Muslims across Southeast Asia. However, this phenomenon has created some issues pertaining to sharia such as purchasing loot boxes while playing online games.
Abd Razak, Iffah +1 more
core +2 more sources
Open World Regulation: The Urgent Need for Federal Legislation on Video Game Loot Boxes [PDF]
Loot boxes are items in video games that contain randomized prizes that players can purchase with real-world money. In recent years, loot boxes have come under scrutiny because the relationship between behavior and the underlying mechanics of loot boxes ...
Reyes, Alex
core +1 more source

