Literature DB >> 29952052

Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder.

Daniel L King1, Paul H Delfabbro1.   

Abstract

Keywords:  Internet gaming disorder; loot box; microtransaction; money; on-line game; predatory monetization

Mesh:

Year:  2018        PMID: 29952052     DOI: 10.1111/add.14286

Source DB:  PubMed          Journal:  Addiction        ISSN: 0965-2140            Impact factor:   6.526


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  19 in total

1.  Motives to engage with or refrain from gambling and loot box content: an exploratory qualitative investigation.

Authors:  Erika Puiras; Casey Oliver; Shayna Cummings; Micaela Sheinin; Dwight Mazmanian
Journal:  J Gambl Stud       Date:  2022-05-23

2.  Moderating Effect of Impulsivity on the Association Between Entrapment and Problem Gambling.

Authors:  Larry O Awo; Lawrence O Amazue; Christopher A Oko
Journal:  J Gambl Stud       Date:  2021-06-23

Review 3.  How can the potential harms of loot boxes be minimised?: Proposals for understanding and addressing issues at a national level.

Authors:  Joseph Macey; Mikko Cantell; Tommi Tossavainen; Antti Karjala; Sari Castrén
Journal:  J Behav Addict       Date:  2022-04-20       Impact factor: 7.772

4.  Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study.

Authors:  Anders Håkansson; Mark Kisch
Journal:  JMIR Serious Games       Date:  2022-04-22       Impact factor: 4.143

5.  Harms associated with gambling: abbreviated systematic review protocol.

Authors:  Caryl Beynon; Nicola Pearce-Smith; Rachel Clark
Journal:  Syst Rev       Date:  2020-06-23

6.  Video game loot boxes are linked to problem gambling: Results of a large-scale survey.

Authors:  David Zendle; Paul Cairns
Journal:  PLoS One       Date:  2018-11-21       Impact factor: 3.240

7.  Loot boxes are again linked to problem gambling: Results of a replication study.

Authors:  David Zendle; Paul Cairns
Journal:  PLoS One       Date:  2019-03-07       Impact factor: 3.240

8.  What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.

Authors:  Sarah E Hodge; Max Vykoukal; John McAlaney; Reece D Bush-Evans; Ruijie Wang; Raian Ali
Journal:  PLoS One       Date:  2022-02-09       Impact factor: 3.240

9.  The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey.

Authors:  Aaron Drummond; James D Sauer; Christopher J Ferguson; Lauren C Hall
Journal:  PLoS One       Date:  2020-03-23       Impact factor: 3.240

10.  Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.

Authors:  Heather Wardle; David Zendle
Journal:  Cyberpsychol Behav Soc Netw       Date:  2020-10-27
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