Video game loot boxes are psychologically akin to gambling
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DOI: 10.1038/s41562-018-0360-1
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Cited by:
- Ningyuan Chen & Adam N. Elmachtoub & Michael L. Hamilton & Xiao Lei, 2021. "Loot Box Pricing and Design," Management Science, INFORMS, vol. 67(8), pages 4809-4825, August.
- Imam Salehudin & Frank Alpert, 2024. "Perceived aggressive monetization: why some mobile gamers won’t spend any money on in-app purchases," Electronic Commerce Research, Springer, vol. 24(3), pages 1997-2019, September.
- von Meduna, Marc & Steinmetz, Fred & Ante, Lennart & Reynolds, Jennifer & Fiedler, Ingo, 2020. "Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey," Technology in Society, Elsevier, vol. 63(C).
- Paul Delfabbro & Daniel L. King, 2021. "Contentious Issues and Future Directions in Adolescent Gambling Research," IJERPH, MDPI, vol. 18(21), pages 1-11, October.
- Sharon Lawn & Candice Oster & Ben Riley & David Smith & Michael Baigent & Mubarak Rahamathulla, 2020. "A Literature Review and Gap Analysis of Emerging Technologies and New Trends in Gambling," IJERPH, MDPI, vol. 17(3), pages 1-20, January.
- David Zendle & Paul Cairns, 2019. "Loot boxes are again linked to problem gambling: Results of a replication study," PLOS ONE, Public Library of Science, vol. 14(3), pages 1-13, March.
- Xiao, Leon Y., 2024. "Illegal loot box advertising on social media: an empirical study using the Meta and TikTok ad transparency repositories," OSF Preprints s92j3, Center for Open Science.
- McCaffrey, Matthew, 2019. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes," Business Horizons, Elsevier, vol. 62(4), pages 483-495.
- Xiao, Leon Y., 2020. "Regulating Loot Boxes as Gambling? Perspectives from Psychology, Behavioural Economics and Ludology," LawArXiv cdr69, Center for Open Science.
- Anthony King & Gloria Wong-Padoongpatt, 2022. "Do Gamers Play for Money? A Moderated Mediation of Gaming Motives, Relative Deprivation, and Upward Mobility," IJERPH, MDPI, vol. 19(22), pages 1-21, November.
- D. Leahy, 2022. "Rocking the Boat: Loot Boxes in Online Digital Games, the Regulatory Challenge, and the EU’s Unfair Commercial Practices Directive," Journal of Consumer Policy, Springer, vol. 45(3), pages 561-592, September.
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