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Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
14 references·8 citing·32 second hop
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey (2020)Loot Boxes, Gambling, and Problem Gamblin…The prevalence of loot boxes in mobile and desktop games (2020)The prevalence of loot boxes …The relationship of loot box purchases to problem video gaming and problem gambling (2019)The relationship of loot box …New Data Sources in Social Science Research: Things to Know Before Working With Reddit Data (2019)New Data Sources in Social Sc…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…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…Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder (2018)Predatory monetization scheme…Forms of gambling, gambling involvement and problem gambling: evidence from a Swedish population survey (2017)Forms of gambling, gambling i…Breadth and depth involvement: Understanding Internet gambling involvement and its relationship to gambling problems. (2013)Breadth and depth involvement…Disordered gambling, type of gambling and gambling involvement in the British Gambling Prevalence Survey 2007 (2009)Disordered gambling, type of …The place of impulsiveness in a dimensional system of personality description (1977)The place of impulsiveness in…Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study (2023)Loot box purchases and their …The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review (2022)The relationship between vide…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 box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling (2022)Loot box engagement: A scopin…Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers? (2021)Secondary analysis of loot bo…Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder (2021)Loot boxes in Spanish adolesc…Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China (2021)Gaming the system: suboptimal…Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review (2021)Characteristics of Gamers who…Addiction by Design (2012)THE POPULATION PREVALENCE OF PROBLEM GAMBLING: Methodological Influences, Standardized Rates, Jurisdictional Differences, and Worldwide Trends (2012)Addiction by design: machine gambling in Las Vegas (2013)Gambling formats, involvement, and problem gambling: which types of gambling are more risky? (2020)The changing epidemiology of gambling disorder and gambling-related harm: public health implications (2020)The Conceptual Framework of Harmful Gambling: A revised framework for understanding gambling harm (2020)Schedules of reinforcement. (1957)Why do People Gamble and Keep Gambling despite Heavy Losses? (1990)Risk Factors for Problematic Gambling: A Critical Literature Review (2008)Enhancing Attentional Control: Lessons from Action Video Games (2019)Factors affecting entrapment in waiting situations: The Rosencrantz and Guildenstern effect. (1975)Factors affecting withdrawal from an escalating conflict: Quitting before it's too late (1979)The Mental Simulation of Better and Worse Possible Worlds (1993)Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures (2018)Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)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)Canadian Problem Gambling Index (2011)Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis (2021)Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending (2021)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)Gambling Technologies: Prospects for Problem Gambling (1999)Exposure and Use of Mobile Media Devices by Young Children (2015)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)Dimensions of personality: 16, 5 or 3?—Criteria for a taxonomic paradigm (1991)Measuring impulsivity and examining its relationship to delinquency. 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References

  • 1977The place of impulsiveness in a dimensional system of personality description870 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
  • 2019Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions258 cited
  • 2018Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder249 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
  • 2017Forms of gambling, gambling involvement and problem gambling: evidence from a Swedish population survey173 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
  • 2019New Data Sources in Social Science Research: Things to Know Before Working With Reddit Data157 cited
  • 2013Breadth and depth involvement: Understanding Internet gambling involvement and its relationship to gambling problems.155 cited
  • 2009Disordered gambling, type of gambling and gambling involvement in the British Gambling Prevalence Survey 2007147 cited
  • 2019

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Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey
145 cited

Cited by

  • 2021Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?90 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
  • 2021Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder78 cited
  • 2022The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review74 cited
  • 2023Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study67 cited
  • 2021Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China66 cited
  • 2022Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling66 cited
  • 2021Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review56 cited