Results 61 to 70 of about 26,486 (268)
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
Loot box spending is associated with problem gambling but not mental wellbeing
There are emerging concerns that loot boxes—digital video game items that can be purchased for a chance at randomized rewards—are associated with problematic gambling behaviours and, in turn, are potentially harmful.
Peter J. Etchells +2 more
doaj +1 more source
Legal aspects of ways to monetize rights in the computer games industry
The subject. The authors attempt a legal analysis of several forms of monetization of rights to computer games.The purpose of the article is the legal qualification of donations, crowdfunding, loot boxes as means of monetization.The research methodology ...
N. Yu. Andreev +3 more
doaj +1 more source
Global Playgrounds: Young People, Digital Citizenship and Loot Boxes [PDF]
No abstract available.
Jayemanne, Darshana +2 more
openaire +1 more source
Las tecnologías de la información y comunicación (TIC) se han instaurado como un elemento fundamental en nuestro día a día. Sin embargo, sus beneficios se han visto empañados, con frecuencia, por los riesgos inherentes al espacio virtual.
Francisco Javier Sanmartín +2 more
doaj +3 more sources
AN ANALYSIS OF THE ACCEPTANCE OF LOOT BOXES USING THE MODIFIED TECHNOLOGY ACCEPTANCE MODEL: THE EMPIRICAL EVIDENCE FROM VIDEO GAME PLAYERS IN SERBIA [PDF]
Business models in the video game industry have shifted from physical to digital. With microtransactions, game producers have been provided with the ability to charge for extra in-game content.
Nenad Tomić, Marija Mirić
doaj +1 more source
Recently there has been increased interest in understanding the relationship between microtransactions, gaming, and gambling. This review aimed to synthesise the evidence on the relationship between microtransactions, ‘Internet Gaming Disorder’ (IGD ...
Phillip C. Raneri +4 more
doaj +1 more source
From Video Gaming to Underage Gambling: Illinois’s Options in Addressing the New Loot Box Monetization Model [PDF]
This Comment proposes that loot boxes should be regulated as gambling within the United States, particularly in Illinois. Part I provides a factual background and history on the practice of loot boxes.
Kiefer, Katlin D.
core +1 more source
Random Numbers and Gaming [PDF]
In Counter Strike: Global Offensive spray pattern control becomes a muscle memory to a player after long periods of playing. It’s a design choice that makes the gunplay between players more about instant crosshair placement with the faster player usually
Baglin, Sinjin
core +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

