Articles with "loot box" as a keyword



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Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes

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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… read more here.

Keywords: loot; trigger larger; loot boxes; loot box ... See more keywords
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Loot Boxes and Gambling: Similarities and Dissimilarities in Risk and Protective Factors

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Published in 2020 at "Journal of Gambling Studies"

DOI: 10.1007/s10899-020-09957-y

Abstract: Politicians, health officials, and scholars have argued that loot boxes (virtual items that can be redeemed to receive randomly selected other virtual items) in video games function as a type of gambling, and research has… read more here.

Keywords: protective factors; loot boxes; box purchasing; loot box ... See more keywords
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Loot box spending is associated with problem gambling but not mental wellbeing

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Published in 2022 at "Royal Society Open Science"

DOI: 10.1098/rsos.220111

Abstract: 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. Current research suggests consistent… read more here.

Keywords: loot box; spending; mental wellbeing; problem gambling ... See more keywords
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Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation.

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Published in 2022 at "Journal of behavioral addictions"

DOI: 10.1556/2006.2022.00015

Abstract: 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… read more here.

Keywords: problem gambling; loot box; box purchasing;
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Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment

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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… read more here.

Keywords: loot; box spending; isolation; loot box ... See more keywords