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Australia's Regulations on Loot Boxes and Recommendations
This paper examines Australia's recent regulatory framework for loot boxes in video games, which came into effect on 22 September 2024. The new rules classify games containing loot boxes or other chance-based in-game purchases as Category M, restricting ...
Yikai Wang
semanticscholar +2 more sources
No presente artigo abordamos a questão das loot boxes (caixas de recompensa virtual) em jogos eletrônicos utilizados por crianças e adolescentes, e examina os desafios e implicações regulatórias sob a Lei Geral de Proteção de Dados (LGPD) no Brasil.
Elan Fernando Campelo dos Santos +1 more
doaj +2 more sources
Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases [PDF]
Background A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD).
Tokuya Inaguma +5 more
doaj +2 more sources
Folk Models of Loot Boxes in Video Games
Regulations require video games to provide transparency regarding loot box odds to keep players informed, leading many games to disclose probabilities in various ways; yet, the extent of players' comprehension of loot box mechanics remains unclear.
Jinhe Wen +5 more
semanticscholar +2 more sources
What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation. [PDF]
Loot boxes are purchased in video games to obtain randomised rewards of varying value and are thus psychologically akin to gambling. Disclosing the probabilities of obtaining loot box rewards may reduce overspending, in a similar vein to related ...
Leon Y Xiao +2 more
doaj +2 more sources
The associations between autistic characteristics and microtransaction spending [PDF]
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
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
The thrill of chance: Psychophysiological responses in loot boxes and simulated slot machines
Loot boxes (LBs) are microtransactions within video games that offer players the opportunity to acquire virtual items randomly. LBs shared structural and psychological features with gambling, especially slot machines.
Francisco J. Sanmartín +3 more
doaj +2 more sources
Loot box consumption by adolescents pre- and post- pandemic lockdown [PDF]
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]
‘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

