Results 61 to 70 of about 672,301 (303)

Open World Regulation: The Urgent Need for Federal Legislation on Video Game Loot Boxes [PDF]

open access: yes, 2021
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

Beneath the label: unsatisfactory compliance with ESRB, PEGI and IARC industry self-regulation requiring loot box presence warning labels by video game companies

open access: yesRoyal Society Open Science, 2023
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

Children and Young People’s Experiences and Understandings of Gambling-Style Systems in Digital Games: Loot Boxes, Popular Culture, and Changing Childhoods

open access: yesAnnals of the American Association of Geographers, 2023
Developing current geographical debates on children’s digital geographies and popular culture, this article examines children and young people’s experiences and understandings of gambling-style systems in digital games.
Sarah Mills, James Ash, Rachel Gordon
semanticscholar   +1 more source

Regulation of Loot Box Mechanics [PDF]

open access: yes, 2021
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 Box Purchase Decisions in Digital Business Models: The Role of Certainty and Loss Experience [PDF]

open access: yes, 2020
Game providers are increasingly employing and selling loot boxes, which can be considered virtual goods that consist of further virtual goods on a randomized basis.
Adam, Martin   +2 more
core   +2 more sources

Loot boxes as a form of gambling, and their potential for contributing to gaming related harm

open access: yesCritical Gambling Studies, 2021
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

The discourse deictics ^ and <-- in a World of Warcraft community [PDF]

open access: yes, 2012
In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ^ and
Collister, LB
core   +2 more sources

Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis

open access: yesNew Media & Society, 2021
Loot boxes (LBs) are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike.
S. G. Spicer   +5 more
semanticscholar   +1 more source

Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation [PDF]

open access: yes, 2022
BACKGROUND AND AIMS: Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined
Browne, Matthew   +7 more
core   +3 more sources

Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling.

open access: yesPLoS ONE, 2022
BackgroundLoot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents.
Irene Montiel   +4 more
doaj   +1 more source

Home - About - Disclaimer - Privacy