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Published in 2021 at "PeerJ"
DOI: 10.7717/peerj.10705
Abstract: 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, there is active…
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Keywords:
loot;
box spending;
isolation;
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