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Published in 2019 at "Journal of Gambling Studies"
DOI: 10.1007/s10899-019-09913-5
Abstract: Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to…
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Keywords:
loot;
trigger larger;
loot boxes;
loot box ... See more keywords
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1
Published in 2019 at "Games and Culture"
DOI: 10.1177/1555412019895359
Abstract: Loot boxes in video games have blurred the lines between gaming and gambling. Research suggests the thrill from gambling comes from associated increases in physiological arousal not possible monetary gains. Gamers performing microtransactions to purchase…
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Keywords:
loot;
boxes addictive;
loot boxes;
addictive analyzing ... See more keywords
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1
Published in 2018 at "PLoS ONE"
DOI: 10.1371/journal.pone.0206767
Abstract: Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community…
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Keywords:
large scale;
loot;
problem gambling;
loot boxes ... See more keywords
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1
Published in 2022 at "PLoS ONE"
DOI: 10.1371/journal.pone.0263177
Abstract: Background Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among…
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Keywords:
gaming gambling;
loot;
scoping review;
loot boxes ... See more keywords
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2
Published in 2021 at "Journal of behavioral addictions"
DOI: 10.1556/2006.2021.00007
Abstract: Background and aims Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such…
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Keywords:
online survey;
loot;
gambling problems;
loot boxes ... See more keywords
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1
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;
loot box ... See more keywords