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The prevalence of loot boxes in mobile and desktop games
10 references·12 citing·38 second hop
The prevalence of loot boxes in mobile and desktop games (2020)The prevalence of loot boxes in mobile an…The relationship of loot box purchases to problem video gaming and problem gambling (2019)The relationship of loot box …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 loot boxes are psychologically akin to gambling (2018)Video game loot boxes are psy…Video game loot boxes are linked to problem gambling: Results of a large-scale survey (2018)Video game loot boxes are lin…Exposure and Use of Mobile Media Devices by Young Children (2015)Exposure and Use of Mobile Me…Access or adaptation? A meta-analysis of surveys of problem gambling prevalence in Australia and New Zealand with respect to concentration of electronic gaming machines (2009)Access or adaptation? A meta-…A pathways model of problem and pathological gambling (2002)A pathways model of problem a…Juvenile Gambling in North America: An Analysis of Long Term Trends and Future Prospects (2000)Juvenile Gambling in North Am…Gambling Technologies: Prospects for Problem Gambling (1999)Gambling Technologies: Prospe…Breaking Ban: Belgium’s Ineffective Gambling Law Regulation of Video Game Loot Boxes (2023)Breaking Ban: Belgium’s Ineff…The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults (2022)The gamblers of the future? M…Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches (2022)Regulating Gambling-Like Vide…Loot boxes and problem gambling: Investigating the “gateway hypothesis” (2022)Loot boxes and problem gambli…Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers? (2021)Secondary analysis of loot bo…Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis (2021)Loot boxes, problem gambling …Gacha Game: When Prospect Theory Meets Optimal Pricing (2021)Gacha Game: When Prospect The…Attitudes, Risk Factors, and Behaviours of Gambling among Adolescents and Young People: A Literature Review and Gap Analysis (2021)Attitudes, Risk Factors, and …The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019 (2020)The changing face of desktop …Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey (2020)Loot Boxes, Gambling, and Pro…Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (2020)Beyond loot boxes: a variety …Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities (2019)Ethereum Crypto-Games: Mechan…A general theory of addictions: A new theoretical model (1986)The South Oaks Gambling Screen (SOGS): a new instrument for the identification of pathological gamblers (1987)Estimating the prevalence of disordered gambling behavior in the United States and Canada: a research synthesis. 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An Update on Current Evidence and a Comprehensive Model for Future Research (2015)The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors (2019)Pathological gambling (2002)Research and Measurement Issues in Gambling Studies (2009)‘Risky Places?’: Mapping Gambling Machine Density and Socio-Economic Deprivation (2012)Critiquing the Reno Model I-IV International Influence on Regulators and Governments (2004–2015)— the Distorted Reality of “Responsible Gambling” (2017)The changing epidemiology of gambling disorder and gambling-related harm: public health implications (2020)Putting Education in “Educational” Apps (2015)Increased Screen Time (2016)Sleep Regulation, Physiology and Development, Sleep Duration and Patterns, and Sleep Hygiene in Infants, Toddlers, and Preschool-Age Children (2017)Young Children’s Use of Smartphones and Tablets (2020)Schedules of reinforcement. 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this work references cited by second hop

References

  • 2002A pathways model of problem and pathological gambling2,013 cited
  • 2015Exposure and Use of Mobile Media Devices by Young Children1,052 cited
  • 1999Gambling Technologies: Prospects for Problem Gambling387 cited
  • 2018Video game loot boxes are psychologically akin to gambling338 cited
  • 2018Video game loot boxes are linked to problem gambling: Results of a large-scale survey318 cited
  • 2000Juvenile Gambling in North America: An Analysis of Long Term Trends and Future Prospects297 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
  • 2019The relationship of loot box purchases to problem video gaming and problem gambling207 cited
  • 2009Access or adaptation? A meta-analysis of surveys of problem gambling prevalence in Australia and New Zealand with respect to concentration of electronic gaming machines176 cited

Cited by

  • 2021Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis147 cited
  • 2020The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019123 cited
  • 2020Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey

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115 cited
  • 2021Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?90 cited
  • 2020Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming88 cited
  • 2021Attitudes, Risk Factors, and Behaviours of Gambling among Adolescents and Young People: A Literature Review and Gap Analysis85 cited
  • 2022Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches81 cited
  • 2023Breaking Ban: Belgium’s Ineffective Gambling Law Regulation of Video Game Loot Boxes77 cited
  • 2022Loot boxes and problem gambling: Investigating the “gateway hypothesis”76 cited
  • 2022The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults72 cited
  • 2019Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities71 cited
  • 2021Gacha Game: When Prospect Theory Meets Optimal Pricing1 cited