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Rocking the Boat: Loot Boxes in Online Digital Games, the Regulatory Challenge, and the EU’s Unfair Commercial Practices Directive
10 references·1 citing·41 second hop
Rocking the Boat: Loot Boxes in Online Digital Games, the Regulatory Challenge, and the EU’s Unfair Commercial Practices Directive (2022)Rocking the Boat: Loot Boxes in Online Di…Consumer Theories of Harm (2019)Consumer Theories of HarmAssociations 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 psychologically akin to gambling (2018)Video game loot boxes are psy…Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder (2018)Predatory monetization scheme…Health as a Means Towards Profitable Ends: mHealth Apps, User Autonomy, and Unfair Commercial Practices (2018)Health as a Means Towards Pro…Rethinking EU Consumer Law (2017)Rethinking EU Consumer LawDiagnostic and Statistical Manual of Mental Disorders (2013)Diagnostic and Statistical Ma…A pathways model of problem and pathological gambling (2002)A pathways model of problem a…Virtual currencies in online gaming increase the willingness to pay for loot boxes: an experimental analysis (2025)Virtual currencies in online …Prevalence of comorbid disorders in problem and pathological gambling: systematic review and meta‐analysis of population surveys (2010)Diagnostic and Statistical Manual of Mental Disorders (2013)Can Disordered Mobile Phone Use Be Considered a Behavioral Addiction? 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)The Morality of Freedom (1988)Nudge: improving decisions about health, wealth, and happiness (2008)Thinking, Fast and Slow (2011)Invisible Influence (2019)Measuring Automated Influence: Between Empirical Evidence and Ethical Values (2021)Preserving Consumer Autonomy through European Union Regulation of Artificial Intelligence: A Long-Term Approach (2023)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)Video game loot boxes are linked to problem gambling: Results of a large-scale survey (2018)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)The relationship of loot box purchases to problem video gaming and problem gambling (2019)Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)Influence : science and practice (1985)A Science-Based Framework for Responsible Gambling: The Reno Model (2004)Influence: science and practice (2008)Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective (2019)A taxonomy of technology design features that promote potentially addictive online behaviours (2023)A domain‐specific risk‐attitude scale: measuring risk perceptions and risk behaviors (2002)Diagnostic and Statistical Manual of Mental Disorders (2012)The prevalence of loot boxes in mobile and desktop games (2020)Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending (2021)A power primer. (1992)A power primer. (1992)An effect size primer: A guide for clinicians and researchers. (2009)Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis (2021)Protecting Consumer Protection Values in the Fourth Industrial Revolution (2019)Choice Architectures in the Digital Economy: Towards a New Understanding of Digital Vulnerability (2021)Dark commercial patterns (2022)A Theory of Exploitation for Consumer Law: Online Choice Architectures, Dark Patterns, and Autonomy Violations (2023)Impact and Assessment of Electronic Commerce on Consumer Buying Behaviour (2023)Psychometric properties of the Beck Depression Inventory: Twenty-five years of evaluation (1988)The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories (1995)The Posttraumatic Stress Disorder Checklist for DSM‐5 (PCL‐5): Development and Initial Psychometric Evaluation (2015)
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References

  • 2013Diagnostic and Statistical Manual of Mental Disorders116,254 cited
  • 2002A pathways model of problem and pathological gambling2,013 cited
  • 2018Video game loot boxes are psychologically akin to gambling338 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
  • 2018Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures211 cited
  • 2017Rethinking EU Consumer Law112 cited
  • 2018Health as a Means Towards Profitable Ends: mHealth Apps, User Autonomy, and Unfair Commercial Practices50 cited
  • 2019Consumer Theories of Harm41 cited

Cited by

  • 2025Virtual currencies in online gaming increase the willingness to pay for loot boxes: an experimental analysis1 cited

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