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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
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
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]
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]
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
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]
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
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]
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
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

