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Video game loot boxes are psychologically akin to gambling
3 references·16 citing·35 second hop
Video game loot boxes are psychologically akin to gambling (2018)Video game loot boxes are psychologically…Risk Factors for Problematic Gambling: A Critical Literature Review (2008)Risk Factors for Problematic …Why do People Gamble and Keep Gambling despite Heavy Losses? (1990)Why do People Gamble and Keep…Schedules of reinforcement. (1957)Schedules of reinforcement.A taxonomy of technology design features that promote potentially addictive online behaviours (2023)A taxonomy of technology desi…Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending (2021)Meta-analysis of the relation…Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis (2021)Loot boxes, problem gambling …Why loot boxes could be regulated as gambling (2020)Why loot boxes could be regul…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 (2020)The relationship between prob…The prevalence of loot boxes in mobile and desktop games (2020)The prevalence of loot boxes …Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective (2019)Unfair play? Video games as e…The relationship of loot box purchases to problem video gaming and problem gambling (2019)The relationship of loot box …Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win (2019)Paying for loot boxes is link…Loot boxes are again linked to problem gambling: Results of a replication study (2019)Loot boxes are again linked t…Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey (2019)Loot box engagement and probl…Enhancing Attentional Control: Lessons from Action Video Games (2019)Enhancing Attentional Control…Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions (2019)Associations between loot box…Adolescents and loot boxes: links with problem gambling and motivations for purchase (2019)Adolescents and loot boxes: l…Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures (2018)Video Game Monetization (e.g.…Video game loot boxes are linked to problem gambling: Results of a large-scale survey (2018)Video game loot boxes are lin…The illusion of control. (1975)The Yale-Brown Obsessive Compulsive Scale (1989)Diminished Frontostriatal Activity During Processing of Monetary Rewards and Losses in Pathological Gambling (2012)Psychological therapies for pathological and problem gambling (2012)Validity of the Problem Gambling Severity Index Interpretive Categories (2012)Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (2013)Science and Human Behavior (1953)ON THE LAW OF EFFECT 1 (1970)Effects of externally mediated rewards on intrinsic motivation. (1971)AN IMPLICIT TECHNOLOGY OF GENERALIZATION 1 (1977)Prospect Theory: An Analysis of Decision under Risk (1979)Psychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype (1996)Internet Addiction (2004)Pathological gambling: Etiology, comorbidity, and treatment. (2005)Influence : science and practice (1985)A Science-Based Framework for Responsible Gambling: The Reno Model (2004)Influence: science and practice (2008)A pathways model of problem and pathological gambling (2002)Role of culture in gambling and problem gambling (2004)An effect size primer: A guide for clinicians and researchers. (2009)Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)A domain‐specific risk‐attitude scale: measuring risk perceptions and risk behaviors (2002)Diagnostic and Statistical Manual of Mental Disorders (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)A power primer. (1992)A power primer. (1992)Varieties of attention (1984)Digital game-based learning: Towards an experiential gaming model (2005)Video game training enhances cognitive control in older adults (2013)Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement (2020)A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children (2021)Action Video Games Enhance Attentional Control and Phonological Decoding in Children with Developmental Dyslexia (2021)Uses and Gratifications Research (1973)Diagnostic and Statistical Manual of Mental Disorders (2013)Big Tech, Algorithmic Power, and Democratic Control (2024)
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References

  • 1957Schedules of reinforcement.4,887 cited
  • 2008Risk Factors for Problematic Gambling: A Critical Literature Review501 cited
  • 1990Why do People Gamble and Keep Gambling despite Heavy Losses?254 cited

Cited by

  • 2018Video game loot boxes are linked to problem gambling: Results of a large-scale survey318 cited
  • 2019Enhancing Attentional Control: Lessons from Action Video Games263 cited
  • 2019Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions258 cited
  • 2019Adolescents and loot boxes: links with problem gambling and motivations for purchase225 cited
  • 2018Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures211 cited
  • 2019The relationship of loot box purchases to problem video gaming and problem gambling207 cited
  • 2023A taxonomy of technology design features that promote potentially addictive online behaviours194 cited
  • 2019Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective186 cited
  • 2020The prevalence of loot boxes in mobile and desktop games170 cited
  • 2019Loot boxes are again linked to problem gambling: Results of a replication study160 cited
  • 2021Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending

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151 cited
  • 2021Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis147 cited
  • 2019Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey145 cited
  • 2020The 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 survey141 cited
  • 2019Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win135 cited
  • 2020Why loot boxes could be regulated as gambling118 cited