Results 71 to 80 of about 672,301 (303)

Loot box spending is associated with problem gambling but not mental wellbeing

open access: yesRoyal Society Open Science, 2022
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

The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review

open access: yesAddictive Behaviors Reports, 2022
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

Paid Video Game Loot Boxes Are Not Gambling under Dutch Gambling Regulation? Shifting the Goalpost InElectronic Arts v.. Kansspelautoriteit

open access: yesSocial Science Research Network, 2023
In March 2022, the highest administrative court in the Netherlands, the Administrative Jurisdiction Division of the Council of State, found that loot boxes in the Ultimate Team Mode of the FIFA video games (FUT) published by Electronic Arts (EA) did not ...
Leon Y. Xiao, Pieterjan Declerck
semanticscholar   +1 more source

Opening the compliance and enforcement loot box: A retrospective on some practice and policy impacts achieved through academic research [PDF]

open access: yes, 2023
Loot boxes are gambling-like products in video games that can be purchased with real-world money to obtain random rewards. Regulations have been imposed in some jurisdictions to attempt to address potential harms.
Xiao, Leon Y.
core   +2 more sources

Global Playgrounds: Young People, Digital Citizenship and Loot Boxes [PDF]

open access: yes, 2023
No abstract available.
Jayemanne, Darshana   +2 more
openaire   +1 more source

Las loot boxes como modelo de monetización predatoria dentro de los videojuegos: aproximación psicoeducativa

open access: yesTecnología, Ciencia y Educación, 2021
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

Legal aspects of ways to monetize rights in the computer games industry

open access: yesПравоприменение, 2023
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

Who Knows Best What the Next Year Will Hold for You? The Validity of Direct and Personality‐based Predictions of Future Life Experiences Across Different Perceivers

open access: yesEuropean Journal of Personality, EarlyView., 2020
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

Counterplay: Circumventing the Belgian Ban on Loot Boxes by Adolescents

open access: yesProc. ACM Hum. Comput. Interact., 2023
In 2018, Belgium made the world news for being the first country to ban loot boxes in games for all its inhabitants. As players’ freedom to purchase loot boxes was restricted, however, methods of circumventing the ban came into practice.
Maarten Denoo   +4 more
semanticscholar   +1 more source

Random Numbers and Gaming [PDF]

open access: yes, 2017
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

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