Literature DB >> 30746800

Loot box limit-setting: a potential policy to protect video game users with gambling problems?

Aaron Drummond1, James D Sauer2, Lauren C Hall1.   

Abstract

Keywords:  Gambling; electronic gambling machines; limit setting; loot boxes; psychology; video games

Year:  2019        PMID: 30746800     DOI: 10.1111/add.14583

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


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  11 in total

1.  Reserve your judgment on "Draconian" Chinese video gaming restrictions on children •.

Authors:  Leon Y Xiao
Journal:  J Behav Addict       Date:  2022-05-27       Impact factor: 7.772

2.  Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation.

Authors:  Nerilee Hing; Matthew Rockloff; Alex M T Russell; Matthew Browne; Philip Newall; Nancy Greer; Daniel L King; Hannah Thorne
Journal:  J Behav Addict       Date:  2022-04-05       Impact factor: 7.772

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.  A Perspective on Age Restrictions and Other Harm Reduction Approaches Targeting Youth Online Gambling, Considering Convergences of Gambling and Videogaming.

Authors:  Jing Shi; Michelle Colder Carras; Marc N Potenza; Nigel E Turner
Journal:  Front Psychiatry       Date:  2021-01-25       Impact factor: 4.157

5.  Effects of self-isolation and quarantine on loot box spending and excessive gaming-results of a natural experiment.

Authors:  Lauren C Hall; Aaron Drummond; James D Sauer; Christopher J Ferguson
Journal:  PeerJ       Date:  2021-02-03       Impact factor: 2.984

6.  Prevention Strategies to Address Problematic Gaming: An Evaluation of Strategy Support Among Habitual and Problem Gamers.

Authors:  Matthew W R Stevens; Paul H Delfabbro; Daniel L King
Journal:  J Prim Prev       Date:  2021-03-12

7.  Loot box spending is associated with problem gambling but not mental wellbeing.

Authors:  Peter J Etchells; Alexandra L Morgan; Daniel S Quintana
Journal:  R Soc Open Sci       Date:  2022-08-17       Impact factor: 3.653

8.  Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.

Authors:  Aaron Drummond; Lauren C Hall; James D Sauer
Journal:  Sci Rep       Date:  2022-09-27       Impact factor: 4.996

Review 9.  Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.

Authors:  Caterina Primi; Francesco Sanson; Marta Vecchiato; Emilia Serra; Maria Anna Donati
Journal:  Front Psychol       Date:  2022-09-27

10.  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

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