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Why loot boxes could be regulated as gambling

Author

Listed:
  • Aaron Drummond

    (Massey University
    Massey University)

  • James D. Sauer

    (Massey University
    University of Tasmania)

  • Lauren C. Hall

    (Massey University
    Massey University)

  • David Zendle

    (University of York)

  • Malcolm R. Loudon

    (Massey University)

Abstract

Do purchasable randomised reward mechanisms in video games (loot boxes) constitute gambling? Opinions often rest on whether virtual items obtained from loot boxes have real-world value. Using market data from real transactions, we show that virtual items have real-world monetary value and therefore could be regulated under existing gambling legislation.

Suggested Citation

  • Aaron Drummond & James D. Sauer & Lauren C. Hall & David Zendle & Malcolm R. Loudon, 2020. "Why loot boxes could be regulated as gambling," Nature Human Behaviour, Nature, vol. 4(10), pages 986-988, October.
  • Handle: RePEc:nat:nathum:v:4:y:2020:i:10:d:10.1038_s41562-020-0900-3
    DOI: 10.1038/s41562-020-0900-3
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    Cited by:

    1. Sarah E Hodge & Max Vykoukal & John McAlaney & Reece D Bush-Evans & Ruijie Wang & Raian Ali, 2022. "What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling," PLOS ONE, Public Library of Science, vol. 17(2), pages 1-23, February.
    2. Mattinen, Topias & Macey, Joseph & Hamari, Juho, 2023. "A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena," OSF Preprints s9xqt, Center for Open Science.
    3. Konrad Grabiszewski & Alex Horenstein, 2022. "Profiling dynamic decision-makers," PLOS ONE, Public Library of Science, vol. 17(4), pages 1-22, April.

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