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
Impulsivity and loot box engagement
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]
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
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
Breaking Ban: Belgium’s Ineffective Gambling Law Regulation of Video Game Loot Boxes
Loot boxes in video games are gambling-like mechanics that players buy to obtain randomised rewards of varying value. Loot boxes are conceptually and psychologically similar to gambling, and loot box expenditure is positively correlated with self ...
Leon Y. Xiao
semanticscholar +1 more source
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
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
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
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

