Results 41 to 50 of about 26,538 (274)
Loot Boxes, Problem Gambling, and Problem Gaming: A Critical Review of the Emerging Literature [PDF]
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
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
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
Loot box gambling addiction risk versus responsible computing: a systematic review
There are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot ...
Luiz Felipe Carvalho Duarte +1 more
doaj +1 more source
Loot boxes in video games are a form of in-game transactions with randomized elements. Concerns have been raised about loot boxes' similarities with gambling and their potential harms (e.g. overspending).
Leon Y. Xiao
doaj +1 more source
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
Policy on unreliable game addiction diagnoses puts the cart before the horse [PDF]
Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as “game addiction.” Particularly following the release of the World Health Organization’s “gaming disorder”
Bean, Anthony +3 more
core +1 more source
Abstract This study explored the validity of person judgements by targets and their acquaintances (‘informants’) in longitudinally predicting a broad range of psychologically meaningful life experiences. Judgements were gathered from four sources (targets, N = 189; and three types of informants, N = 1352), and their relative predictive validity was ...
Nele M. Wessels +3 more
wiley +1 more source
Regulation of Loot Box Mechanics [PDF]
There has been debate among legal scholars as to whether loot boxes can be considered a form of gambling and whether they should or how they should be regulated. Loot boxes are virtual items users can purchase within video games for real money.
Saleemi, Mamoon
core +1 more source
Loot boxes as a form of gambling, and their potential for contributing to gaming related harm
A CGS blog entry titled "Loot boxes as a form of gambling, and their potential for contributing to gaming related harm".
Mike Dixon, Chanel Larche
doaj +1 more source

